3946 lines
127 KiB
C++
3946 lines
127 KiB
C++
//==== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef IMESH_H
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#define IMESH_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier1/interface.h"
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#include "materialsystem/imaterial.h"
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#include <float.h>
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#include <string.h>
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#include "tier0/dbg.h"
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#include "tier2/meshutils.h"
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#ifdef OSX
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// leaving this disabled while we test out EXT_vertex_array_bgra on 10.6.4 drivers
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//#define OPENGL_SWAP_COLORS defined
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#endif
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//-----------------------------------------------------------------------------
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// forward declarations
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//-----------------------------------------------------------------------------
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class IMaterial;
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class CMeshBuilder;
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class IMaterialVar;
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typedef uint64 VertexFormat_t;
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struct ShaderStencilState_t;
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//-----------------------------------------------------------------------------
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// Define this to find write-combine problems
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//-----------------------------------------------------------------------------
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#ifdef _DEBUG
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//#ifndef DEBUG_WRITE_COMBINE
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//#define DEBUG_WRITE_COMBINE 1
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//#endif
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#endif
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//-----------------------------------------------------------------------------
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// The Vertex Buffer interface
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//-----------------------------------------------------------------------------
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enum
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{
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VERTEX_MAX_TEXTURE_COORDINATES = 8,
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BONE_MATRIX_INDEX_INVALID = 255
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};
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// Internal maximums for sizes. Don't use directly, use IMaterialSystem::GetMaxToRender()
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enum
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{
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INDEX_BUFFER_SIZE = 32768,
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DYNAMIC_VERTEX_BUFFER_MEMORY = ( 1024 + 512 ) * 1024,
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DYNAMIC_VERTEX_BUFFER_MEMORY_SMALL = 384 * 1024, // Only allocate this much during map transitions
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};
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// Vertex fields must be written in well-defined order to achieve write combining,
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// which is a perf booster
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enum WriteCombineOrdering_t
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{
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MB_FIELD_NONE = -1,
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MB_FIELD_POSITION = 0,
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MB_FIELD_BONE_WEIGHTS,
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MB_FIELD_BONE_INDEX,
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MB_FIELD_NORMAL,
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MB_FIELD_COLOR,
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MB_FIELD_SPECULAR,
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MB_FIELD_TEXCOORD_FIRST,
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MB_FIELD_TEXCOORD_LAST = MB_FIELD_TEXCOORD_FIRST + VERTEX_MAX_TEXTURE_COORDINATES - 1,
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MB_FIELD_TANGENT_S,
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MB_FIELD_TANGENT_T,
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MB_FIELD_USERDATA,
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};
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#define MB_FIELD_TEXCOORD( nStage ) ( MB_FIELD_TEXCOORD_FIRST + ( nStage ) )
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struct VertexDesc_t
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{
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// These can be set to zero if there are pointers to dummy buffers, when the
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// actual buffer format doesn't contain the data but it needs to be safe to
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// use all the CMeshBuilder functions.
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int m_VertexSize_Position;
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int m_VertexSize_BoneWeight;
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int m_VertexSize_BoneMatrixIndex;
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int m_VertexSize_Normal;
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int m_VertexSize_Color;
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int m_VertexSize_Specular;
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int m_VertexSize_TexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
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int m_VertexSize_TangentS;
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int m_VertexSize_TangentT;
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int m_VertexSize_Wrinkle;
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int m_VertexSize_UserData;
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int m_ActualVertexSize; // Size of the vertices.. Some of the m_VertexSize_ elements above
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// are set to this value and some are set to zero depending on which
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// fields exist in a buffer's vertex format.
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// The type of compression applied to this vertex data
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VertexCompressionType_t m_CompressionType;
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// Number of bone weights per vertex...
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int m_NumBoneWeights;
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// Pointers to our current vertex data
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float *m_pPosition;
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float *m_pBoneWeight;
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#ifndef NEW_SKINNING
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unsigned char *m_pBoneMatrixIndex;
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#else
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float *m_pBoneMatrixIndex;
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#endif
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float *m_pNormal;
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unsigned char *m_pColor;
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unsigned char *m_pSpecular;
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float *m_pTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
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// Tangent space *associated with one particular set of texcoords*
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float *m_pTangentS;
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float *m_pTangentT;
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float *m_pWrinkle;
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// user data
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float *m_pUserData;
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// The first vertex index (used for buffered vertex buffers, or cards that don't support stream offset)
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int m_nFirstVertex;
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// The offset in bytes of the memory we're writing into
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// from the start of the D3D buffer (will be 0 for static meshes)
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unsigned int m_nOffset;
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#ifdef DEBUG_WRITE_COMBINE
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int m_nLastWrittenField;
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unsigned char* m_pLastWrittenAddress;
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#endif
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};
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struct IndexDesc_t
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{
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// Pointers to the index data
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unsigned short *m_pIndices;
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// The offset in bytes of the memory we're writing into
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// from the start of the D3D buffer (will be 0 for static meshes)
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unsigned int m_nOffset;
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// The first index (used for buffered index buffers, or cards that don't support stream offset)
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unsigned int m_nFirstIndex;
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// 1 if the device is active, 0 if the device isn't active.
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// Faster than doing if checks for null m_pIndices if someone is
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// trying to write the m_pIndices while the device is inactive.
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unsigned int m_nIndexSize;
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};
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//-----------------------------------------------------------------------------
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// The Mesh memory descriptor
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//-----------------------------------------------------------------------------
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struct MeshDesc_t : public VertexDesc_t, public IndexDesc_t
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{
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};
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//-----------------------------------------------------------------------------
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// Standard vertex formats for models
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//-----------------------------------------------------------------------------
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struct ModelVertexDX8_t
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{
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Vector m_vecPosition;
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Vector m_vecNormal;
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Vector2D m_vecTexCoord;
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Vector4D m_vecUserData;
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};
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//---------------------------------------------------------------------------------------
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// Thin Vertex format for use with ATI tessellator in quad mode
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//---------------------------------------------------------------------------------------
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struct QuadTessVertex_t
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{
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Vector4D m_vTangent; // last component is Binormal flip and Wrinkle weight
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Vector4D m_vUV01; // UV coordinates for points Interior (0), and Parametric V Edge (1)
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Vector4D m_vUV23; // UV coordinates for points Parametric U Edge (2), and Corner (3)
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};
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struct MeshBoneRemap_t // see BoneStateChangeHeader_t
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{
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DECLARE_BYTESWAP_DATADESC();
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int m_nActualBoneIndex;
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int m_nSrcBoneIndex;
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};
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struct MeshInstanceData_t
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{
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int m_nIndexOffset;
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int m_nIndexCount;
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int m_nBoneCount;
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MeshBoneRemap_t * m_pBoneRemap; // there are bone count of these, they index into pose to world
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matrix3x4_t * m_pPoseToWorld; // transforms for the *entire* model, indexed into by m_pBoneIndex. Potentially more than bone count of these
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const ITexture * m_pEnvCubemap;
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MaterialLightingState_t *m_pLightingState;
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MaterialPrimitiveType_t m_nPrimType;
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const IVertexBuffer * m_pVertexBuffer;
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int m_nVertexOffsetInBytes;
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const IIndexBuffer * m_pIndexBuffer;
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const IVertexBuffer * m_pColorBuffer;
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int m_nColorVertexOffsetInBytes;
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ShaderStencilState_t * m_pStencilState;
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Vector4D m_DiffuseModulation;
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};
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//-----------------------------------------------------------------------------
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// Utility methods for buffer builders
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//-----------------------------------------------------------------------------
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inline float *OffsetFloatPointer( float *pBufferPointer, int nVertexCount, int vertexSize )
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{
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return reinterpret_cast<float *>(
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reinterpret_cast<unsigned char *>(pBufferPointer) +
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nVertexCount * vertexSize);
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}
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inline const float *OffsetFloatPointer( const float *pBufferPointer, int nVertexCount, int vertexSize )
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{
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return reinterpret_cast<const float*>(
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reinterpret_cast<unsigned char const*>(pBufferPointer) +
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nVertexCount * vertexSize);
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}
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inline void IncrementFloatPointer( float* &pBufferPointer, int vertexSize )
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{
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pBufferPointer = reinterpret_cast<float*>( reinterpret_cast<unsigned char*>( pBufferPointer ) + vertexSize );
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}
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//-----------------------------------------------------------------------------
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// Used in lists of indexed primitives.
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//-----------------------------------------------------------------------------
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class CPrimList
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{
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public:
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CPrimList();
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CPrimList( int nFirstIndex, int nIndexCount );
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int m_FirstIndex;
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int m_NumIndices;
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};
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inline CPrimList::CPrimList()
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{
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}
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inline CPrimList::CPrimList( int nFirstIndex, int nIndexCount )
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{
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m_FirstIndex = nFirstIndex;
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m_NumIndices = nIndexCount;
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}
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abstract_class IVertexBuffer
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{
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public:
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// NOTE: The following two methods are only valid for static vertex buffers
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// Returns the number of vertices and the format of the vertex buffer
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virtual int VertexCount() const = 0;
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virtual VertexFormat_t GetVertexFormat() const = 0;
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// Is this vertex buffer dynamic?
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virtual bool IsDynamic() const = 0;
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// NOTE: For dynamic vertex buffers only!
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// Casts the memory of the dynamic vertex buffer to the appropriate type
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virtual void BeginCastBuffer( VertexFormat_t format ) = 0;
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virtual void EndCastBuffer() = 0;
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// Returns the number of vertices that can still be written into the buffer
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virtual int GetRoomRemaining() const = 0;
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virtual bool Lock( int nVertexCount, bool bAppend, VertexDesc_t &desc ) = 0;
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virtual void Unlock( int nVertexCount, VertexDesc_t &desc ) = 0;
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// Spews the mesh data
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virtual void Spew( int nVertexCount, const VertexDesc_t &desc ) = 0;
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// Call this in debug mode to make sure our data is good.
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virtual void ValidateData( int nVertexCount, const VertexDesc_t & desc ) = 0;
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};
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abstract_class IIndexBuffer
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{
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public:
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// NOTE: The following two methods are only valid for static index buffers
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// Returns the number of indices and the format of the index buffer
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virtual int IndexCount() const = 0;
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virtual MaterialIndexFormat_t IndexFormat() const = 0;
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// Is this index buffer dynamic?
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virtual bool IsDynamic() const = 0;
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// NOTE: For dynamic index buffers only!
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// Casts the memory of the dynamic index buffer to the appropriate type
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virtual void BeginCastBuffer( MaterialIndexFormat_t format ) = 0;
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virtual void EndCastBuffer() = 0;
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// Returns the number of indices that can still be written into the buffer
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virtual int GetRoomRemaining() const = 0;
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// Locks, unlocks the index buffer
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virtual bool Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t &desc ) = 0;
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virtual void Unlock( int nWrittenIndexCount, IndexDesc_t &desc ) = 0;
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// FIXME: Remove this!! Here only for backward compat on IMesh
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// Locks, unlocks the index buffer for modify
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virtual void ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) = 0;
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virtual void ModifyEnd( IndexDesc_t& desc ) = 0;
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// Spews the mesh data
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virtual void Spew( int nIndexCount, const IndexDesc_t &desc ) = 0;
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// Ensures the data in the index buffer is valid
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virtual void ValidateData( int nIndexCount, const IndexDesc_t &desc ) = 0;
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// For backward compat to IMesh
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virtual IMesh* GetMesh() = 0;
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};
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//-----------------------------------------------------------------------------
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// Interface to the mesh - needs to contain an IVertexBuffer and an IIndexBuffer to emulate old mesh behavior
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//-----------------------------------------------------------------------------
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abstract_class IMesh : public IVertexBuffer, public IIndexBuffer
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{
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public:
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// -----------------------------------
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// Sets/gets the primitive type
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virtual void SetPrimitiveType( MaterialPrimitiveType_t type ) = 0;
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// Draws the mesh
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virtual void Draw( int nFirstIndex = -1, int nIndexCount = 0 ) = 0;
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virtual void SetColorMesh( IMesh *pColorMesh, int nVertexOffset ) = 0;
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// Draw a list of (lists of) primitives. Batching your lists together that use
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// the same lightmap, material, vertex and index buffers with multipass shaders
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// can drastically reduce state-switching overhead.
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// NOTE: this only works with STATIC meshes.
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virtual void Draw( CPrimList *pLists, int nLists ) = 0;
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// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
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virtual void CopyToMeshBuilder(
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int iStartVert, // Which vertices to copy.
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int nVerts,
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int iStartIndex, // Which indices to copy.
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int nIndices,
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int indexOffset, // This is added to each index.
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CMeshBuilder &builder ) = 0;
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// Spews the mesh data
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virtual void Spew( int nVertexCount, int nIndexCount, const MeshDesc_t &desc ) = 0;
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// Call this in debug mode to make sure our data is good.
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virtual void ValidateData( int nVertexCount, int nIndexCount, const MeshDesc_t &desc ) = 0;
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// New version
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// Locks/unlocks the mesh, providing space for nVertexCount and nIndexCount.
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// nIndexCount of -1 means don't lock the index buffer...
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virtual void LockMesh( int nVertexCount, int nIndexCount, MeshDesc_t &desc ) = 0;
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virtual void ModifyBegin( int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t& desc ) = 0;
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virtual void ModifyEnd( MeshDesc_t& desc ) = 0;
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virtual void UnlockMesh( int nVertexCount, int nIndexCount, MeshDesc_t &desc ) = 0;
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virtual void ModifyBeginEx( bool bReadOnly, int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount, MeshDesc_t &desc ) = 0;
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virtual void SetFlexMesh( IMesh *pMesh, int nVertexOffset ) = 0;
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virtual void DisableFlexMesh() = 0;
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virtual void MarkAsDrawn() = 0;
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// NOTE: I chose to create this method strictly because it's 2 days to code lock
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// and I could use the DrawInstances technique without a larger code change
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// Draws the mesh w/ modulation.
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virtual void DrawModulated( const Vector4D &diffuseModulation, int nFirstIndex = -1, int nIndexCount = 0 ) = 0;
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#if defined( _X360 )
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virtual unsigned ComputeMemoryUsed() = 0;
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#endif
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};
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#include "meshreader.h"
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#define INVALID_BUFFER_OFFSET 0xFFFFFFFFUL
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// flags for advancevertex optimization
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#define VTX_HAVEPOS 1
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#define VTX_HAVENORMAL 2
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#define VTX_HAVECOLOR 4
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#define VTX_HAVEALL ( VTX_HAVEPOS | VTX_HAVENORMAL | VTX_HAVECOLOR )
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//-----------------------------------------------------------------------------
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//
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// Helper class used to define vertex buffers
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//
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//-----------------------------------------------------------------------------
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class CVertexBuilder : private VertexDesc_t
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{
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public:
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CVertexBuilder();
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CVertexBuilder( IVertexBuffer *pVertexBuffer, VertexFormat_t fmt = 0 );
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~CVertexBuilder();
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// Begins, ends modification of the index buffer (returns true if the lock succeeded)
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// A lock may not succeed if append is set to true and there isn't enough room
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// NOTE: Append is only used with dynamic index buffers; it's ignored for static buffers
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bool Lock( int nMaxIndexCount, bool bAppend = false );
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void Unlock();
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// Spews the current data
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// NOTE: Can only be called during a lock/unlock block
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void SpewData();
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// Returns the number of indices we can fit into the buffer without needing to discard
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int GetRoomRemaining() const;
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// Binds this vertex buffer
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void Bind( IMatRenderContext *pContext, int nStreamID, VertexFormat_t usage = 0 );
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// Returns the byte offset
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int Offset() const;
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// This must be called before Begin, if a vertex buffer with a compressed format is to be used
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void SetCompressionType( VertexCompressionType_t compressionType );
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void ValidateCompressionType();
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void Begin( IVertexBuffer *pVertexBuffer, int nVertexCount, int *nFirstVertex );
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void Begin( IVertexBuffer *pVertexBuffer, int nVertexCount );
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// Use this when you're done writing
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// Set bDraw to true to call m_pMesh->Draw automatically.
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void End( bool bSpewData = false );
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// Locks the vertex buffer to modify existing data
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// Passing nVertexCount == -1 says to lock all the vertices for modification.
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void BeginModify( IVertexBuffer *pVertexBuffer, int nFirstVertex = 0, int nVertexCount = -1 );
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void EndModify( bool bSpewData = false );
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// returns the number of vertices
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int VertexCount() const;
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// Returns the total number of vertices across all Locks()
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int TotalVertexCount() const;
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// Resets the mesh builder so it points to the start of everything again
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void Reset();
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// Returns the size of the vertex
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int VertexSize() { return m_ActualVertexSize; }
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// returns the data size of a given texture coordinate
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int TextureCoordinateSize( int nTexCoordNumber ) { return m_VertexSize_TexCoord[ nTexCoordNumber ]; }
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// Returns the base vertex memory pointer
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void* BaseVertexData();
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// Selects the nth Vertex and Index
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void SelectVertex( int idx );
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// Advances the current vertex and index by one
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void AdvanceVertex( void );
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template<int nFlags, int nNumTexCoords> void AdvanceVertexF( void );
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void AdvanceVertices( int nVerts );
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int GetCurrentVertex() const;
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int GetFirstVertex() const;
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// Data retrieval...
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const float *Position() const;
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const float *Normal() const;
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unsigned int Color() const;
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unsigned char *Specular() const;
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const float *TexCoord( int stage ) const;
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const float *TangentS() const;
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const float *TangentT() const;
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const float *BoneWeight() const;
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float Wrinkle() const;
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int NumBoneWeights() const;
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#ifndef NEW_SKINNING
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unsigned char *BoneMatrix() const;
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#else
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float *BoneMatrix() const;
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#endif
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// position setting
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void Position3f( float x, float y, float z );
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void Position3fv( const float *v );
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// normal setting
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void Normal3f( float nx, float ny, float nz );
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void Normal3fv( const float *n );
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void NormalDelta3fv( const float *n );
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void NormalDelta3f( float nx, float ny, float nz );
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// normal setting (templatized for code which needs to support compressed vertices)
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template <VertexCompressionType_t T> void CompressedNormal3f( float nx, float ny, float nz );
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template <VertexCompressionType_t T> void CompressedNormal3fv( const float *n );
|
|
|
|
// color setting
|
|
void Color3f( float r, float g, float b );
|
|
void Color3fv( const float *rgb );
|
|
void Color4f( float r, float g, float b, float a );
|
|
void Color4fv( const float *rgba );
|
|
|
|
// Faster versions of color
|
|
void Color3ub( unsigned char r, unsigned char g, unsigned char b );
|
|
void Color3ubv( unsigned char const* rgb );
|
|
void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
|
|
void Color4ubv( unsigned char const* rgba );
|
|
void Color4Packed( int packedColor );
|
|
int PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
|
|
|
|
// specular color setting
|
|
void Specular3f( float r, float g, float b );
|
|
void Specular3fv( const float *rgb );
|
|
void Specular4f( float r, float g, float b, float a );
|
|
void Specular4fv( const float *rgba );
|
|
|
|
// Faster version of specular
|
|
void Specular3ub( unsigned char r, unsigned char g, unsigned char b );
|
|
void Specular3ubv( unsigned char const *c );
|
|
void Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
|
|
void Specular4ubv( unsigned char const *c );
|
|
|
|
// texture coordinate setting
|
|
void TexCoord1f( int stage, float s );
|
|
void TexCoord2f( int stage, float s, float t );
|
|
void TexCoord2fv( int stage, const float *st );
|
|
void TexCoord3f( int stage, float s, float t, float u );
|
|
void TexCoord3fv( int stage, const float *stu );
|
|
void TexCoord4f( int stage, float s, float t, float u, float w );
|
|
void TexCoord4fv( int stage, const float *stuv );
|
|
|
|
void TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT );
|
|
void TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale );
|
|
|
|
// tangent space
|
|
void TangentS3f( float sx, float sy, float sz );
|
|
void TangentS3fv( const float* s );
|
|
|
|
void TangentT3f( float tx, float ty, float tz );
|
|
void TangentT3fv( const float* t );
|
|
|
|
// Wrinkle
|
|
void Wrinkle1f( float flWrinkle );
|
|
|
|
// bone weights
|
|
void BoneWeight( int idx, float weight );
|
|
void BoneWeights2( float weight1, float weight2 );
|
|
|
|
// bone weights (templatized for code which needs to support compressed vertices)
|
|
template <VertexCompressionType_t T> void CompressedBoneWeight3fv( const float * pWeights );
|
|
|
|
// bone matrix index
|
|
void BoneMatrix( int idx, int matrixIndex );
|
|
void BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 );
|
|
|
|
// Generic per-vertex data
|
|
void UserData( const float* pData );
|
|
// Generic per-vertex data (templatized for code which needs to support compressed vertices)
|
|
template <VertexCompressionType_t T> void CompressedUserData( const float* pData );
|
|
|
|
// Fast Vertex! No need to call advance vertex, and no random access allowed.
|
|
// WARNING - these are low level functions that are intended only for use
|
|
// in the software vertex skinner.
|
|
void FastVertex( const ModelVertexDX8_t &vertex );
|
|
void FastVertexSSE( const ModelVertexDX8_t &vertex );
|
|
void FastQuadVertexSSE( const QuadTessVertex_t &vertex );
|
|
|
|
// Add number of verts and current vert since FastVertex routines do not update.
|
|
void FastAdvanceNVertices( int n );
|
|
|
|
#if defined( _X360 )
|
|
void VertexDX8ToX360( const ModelVertexDX8_t &vertex );
|
|
#endif
|
|
|
|
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
|
|
void AttachBegin( IMesh* pMesh, int nMaxVertexCount, const MeshDesc_t &desc );
|
|
void AttachEnd();
|
|
void AttachBeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, const MeshDesc_t &desc );
|
|
void AttachEndModify();
|
|
|
|
private:
|
|
// The vertex buffer we're modifying
|
|
IVertexBuffer *m_pVertexBuffer;
|
|
|
|
// Used to make sure Begin/End calls and BeginModify/EndModify calls match.
|
|
bool m_bModify;
|
|
|
|
// Max number of indices and vertices
|
|
int m_nMaxVertexCount;
|
|
|
|
// Number of indices and vertices
|
|
int m_nVertexCount;
|
|
|
|
// The current vertex and index
|
|
mutable int m_nCurrentVertex;
|
|
|
|
// Optimization: Pointer to the current pos, norm, texcoord, and color
|
|
mutable float *m_pCurrPosition;
|
|
mutable float *m_pCurrNormal;
|
|
mutable unsigned char *m_pCurrColor;
|
|
mutable float *m_pCurrTexCoord[VERTEX_MAX_TEXTURE_COORDINATES];
|
|
|
|
// Total number of vertices appended
|
|
int m_nTotalVertexCount;
|
|
|
|
// First vertex buffer offset + index
|
|
unsigned int m_nBufferOffset;
|
|
unsigned int m_nBufferFirstVertex;
|
|
|
|
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
|
|
// Debug checks to make sure we write userdata4/tangents AFTER normals
|
|
bool m_bWrittenNormal : 1;
|
|
bool m_bWrittenUserData : 1;
|
|
#endif
|
|
|
|
friend class CMeshBuilder;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Inline methods of CVertexBuilder
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
inline CVertexBuilder::CVertexBuilder()
|
|
{
|
|
m_pVertexBuffer = NULL;
|
|
m_nBufferOffset = INVALID_BUFFER_OFFSET;
|
|
m_nBufferFirstVertex = 0;
|
|
m_nVertexCount = 0;
|
|
m_nCurrentVertex = 0;
|
|
m_nMaxVertexCount = 0;
|
|
m_nTotalVertexCount = 0;
|
|
m_CompressionType = VERTEX_COMPRESSION_INVALID;
|
|
|
|
#ifdef _DEBUG
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
m_bModify = false;
|
|
#endif
|
|
}
|
|
|
|
inline CVertexBuilder::CVertexBuilder( IVertexBuffer *pVertexBuffer, VertexFormat_t fmt )
|
|
{
|
|
m_pVertexBuffer = pVertexBuffer;
|
|
m_nBufferOffset = INVALID_BUFFER_OFFSET;
|
|
m_nBufferFirstVertex = 0;
|
|
m_nVertexCount = 0;
|
|
m_nCurrentVertex = 0;
|
|
m_nMaxVertexCount = 0;
|
|
m_nTotalVertexCount = 0;
|
|
m_CompressionType = VERTEX_COMPRESSION_INVALID;
|
|
|
|
if ( m_pVertexBuffer->IsDynamic() )
|
|
{
|
|
m_pVertexBuffer->BeginCastBuffer( fmt );
|
|
}
|
|
else
|
|
{
|
|
Assert( m_pVertexBuffer->GetVertexFormat() == fmt );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
m_bModify = false;
|
|
#endif
|
|
}
|
|
|
|
inline CVertexBuilder::~CVertexBuilder()
|
|
{
|
|
if ( m_pVertexBuffer && m_pVertexBuffer->IsDynamic() )
|
|
{
|
|
m_pVertexBuffer->EndCastBuffer();
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Begins, ends modification of the index buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CVertexBuilder::Lock( int nMaxVertexCount, bool bAppend )
|
|
{
|
|
Assert( m_pVertexBuffer );
|
|
m_bModify = false;
|
|
m_nMaxVertexCount = nMaxVertexCount;
|
|
bool bFirstLock = ( m_nBufferOffset == INVALID_BUFFER_OFFSET );
|
|
if ( bFirstLock )
|
|
{
|
|
bAppend = false;
|
|
}
|
|
if ( !bAppend )
|
|
{
|
|
m_nTotalVertexCount = 0;
|
|
}
|
|
|
|
// Lock the vertex buffer
|
|
if ( !m_pVertexBuffer->Lock( m_nMaxVertexCount, bAppend, *this ) )
|
|
{
|
|
m_nMaxVertexCount = 0;
|
|
return false;
|
|
}
|
|
|
|
Reset();
|
|
|
|
if ( bFirstLock )
|
|
{
|
|
m_nBufferOffset = m_nOffset;
|
|
m_nBufferFirstVertex = m_nFirstVertex;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
inline void CVertexBuilder::Unlock()
|
|
{
|
|
Assert( !m_bModify && m_pVertexBuffer );
|
|
|
|
#ifdef _DEBUG
|
|
m_pVertexBuffer->ValidateData( m_nVertexCount, *this );
|
|
#endif
|
|
|
|
m_pVertexBuffer->Unlock( m_nVertexCount, *this );
|
|
m_nTotalVertexCount += m_nVertexCount;
|
|
|
|
m_nMaxVertexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::SpewData()
|
|
{
|
|
m_pVertexBuffer->Spew( m_nVertexCount, *this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Binds this vertex buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Bind( IMatRenderContext *pContext, int nStreamID, VertexFormat_t usage )
|
|
{
|
|
if ( m_pVertexBuffer && ( m_nBufferOffset != INVALID_BUFFER_OFFSET ) )
|
|
{
|
|
pContext->BindVertexBuffer( nStreamID, m_pVertexBuffer, m_nBufferOffset,
|
|
m_nFirstVertex, m_nTotalVertexCount, usage ? usage : m_pVertexBuffer->GetVertexFormat() );
|
|
}
|
|
else
|
|
{
|
|
pContext->BindVertexBuffer( nStreamID, NULL, 0, 0, 0, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the byte offset
|
|
//-----------------------------------------------------------------------------
|
|
inline int CVertexBuilder::Offset() const
|
|
{
|
|
return m_nBufferOffset;
|
|
}
|
|
|
|
inline int CVertexBuilder::GetFirstVertex() const
|
|
{
|
|
return m_nBufferFirstVertex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Specify the type of vertex compression that this CMeshBuilder will perform
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::SetCompressionType( VertexCompressionType_t compressionType )
|
|
{
|
|
// The real purpose of this method is to allow us to emit a Warning in Begin()
|
|
m_CompressionType = compressionType;
|
|
}
|
|
|
|
inline void CVertexBuilder::ValidateCompressionType()
|
|
{
|
|
#ifdef _DEBUG
|
|
VertexCompressionType_t vbCompressionType = CompressionType( m_pVertexBuffer->GetVertexFormat() );
|
|
if ( vbCompressionType != VERTEX_COMPRESSION_NONE )
|
|
{
|
|
Assert( m_CompressionType == vbCompressionType );
|
|
if ( m_CompressionType != vbCompressionType )
|
|
{
|
|
Warning( "ERROR: CVertexBuilder::SetCompressionType() must be called to specify the same vertex compression type (%s) as the vertex buffer being modified."
|
|
"Junk vertices will be rendered, or there will be a crash in CVertexBuilder!\n",
|
|
vbCompressionType == VERTEX_COMPRESSION_ON ? "VERTEX_COMPRESSION_ON" : "VERTEX_COMPRESSION_NONE" );
|
|
}
|
|
// Never use vertex compression for dynamic VBs (the conversions can really hurt perf)
|
|
Assert( !m_pVertexBuffer->IsDynamic() );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::Begin( IVertexBuffer *pVertexBuffer, int nVertexCount )
|
|
{
|
|
Assert( pVertexBuffer && (!m_pVertexBuffer) );
|
|
|
|
m_pVertexBuffer = pVertexBuffer;
|
|
m_bModify = false;
|
|
|
|
m_nMaxVertexCount = nVertexCount;
|
|
m_nVertexCount = 0;
|
|
|
|
// Make sure SetCompressionType was called correctly, if this VB is compressed
|
|
ValidateCompressionType();
|
|
|
|
// Lock the vertex and index buffer
|
|
m_pVertexBuffer->Lock( m_nMaxVertexCount, false, *this );
|
|
|
|
// Point to the start of the buffers..
|
|
Reset();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Use this when you're done modifying the mesh
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::End( bool bSpewData )
|
|
{
|
|
// Make sure they called Begin()
|
|
Assert( !m_bModify );
|
|
|
|
if ( bSpewData )
|
|
{
|
|
m_pVertexBuffer->Spew( m_nVertexCount, *this );
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
m_pVertexBuffer->ValidateData( m_nVertexCount, *this );
|
|
#endif
|
|
|
|
// Unlock our buffers
|
|
m_pVertexBuffer->Unlock( m_nVertexCount, *this );
|
|
|
|
m_pVertexBuffer = 0;
|
|
m_nMaxVertexCount = 0;
|
|
|
|
m_CompressionType = VERTEX_COMPRESSION_INVALID;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our pointers...
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
memset( static_cast< VertexDesc_t* >( this ), 0, sizeof(VertexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::AttachBegin( IMesh* pMesh, int nMaxVertexCount, const MeshDesc_t &desc )
|
|
{
|
|
m_pVertexBuffer = pMesh;
|
|
memcpy( static_cast<VertexDesc_t*>( this ), static_cast<const VertexDesc_t*>( &desc ), sizeof(VertexDesc_t) );
|
|
m_nMaxVertexCount = nMaxVertexCount;
|
|
m_NumBoneWeights = m_NumBoneWeights == 0 ? 0 : 2; // Two weights if any
|
|
m_nVertexCount = 0;
|
|
m_bModify = false;
|
|
|
|
// Make sure SetCompressionType was called correctly, if this VB is compressed
|
|
ValidateCompressionType();
|
|
|
|
if ( m_nBufferOffset == INVALID_BUFFER_OFFSET )
|
|
{
|
|
m_nTotalVertexCount = 0;
|
|
m_nBufferOffset = static_cast< const VertexDesc_t* >( &desc )->m_nOffset;
|
|
m_nBufferFirstVertex = desc.m_nFirstVertex;
|
|
}
|
|
}
|
|
|
|
inline void CVertexBuilder::AttachEnd()
|
|
{
|
|
// Make sure they called Begin()
|
|
Assert( !m_bModify );
|
|
|
|
m_nMaxVertexCount = 0;
|
|
m_pVertexBuffer = NULL;
|
|
|
|
m_CompressionType = VERTEX_COMPRESSION_INVALID;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our pointers...
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::AttachBeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, const MeshDesc_t &desc )
|
|
{
|
|
Assert( pMesh && (!m_pVertexBuffer) );
|
|
|
|
m_pVertexBuffer = pMesh;
|
|
memcpy( static_cast<VertexDesc_t*>( this ), static_cast<const VertexDesc_t*>( &desc ), sizeof(VertexDesc_t) );
|
|
m_nMaxVertexCount = m_nVertexCount = nVertexCount;
|
|
m_NumBoneWeights = m_NumBoneWeights == 0 ? 0 : 2; // Two weights if any
|
|
m_bModify = true;
|
|
|
|
// Make sure SetCompressionType was called correctly, if this VB is compressed
|
|
ValidateCompressionType();
|
|
}
|
|
|
|
inline void CVertexBuilder::AttachEndModify()
|
|
{
|
|
Assert( m_pVertexBuffer );
|
|
Assert( m_bModify ); // Make sure they called BeginModify.
|
|
|
|
m_pVertexBuffer = 0;
|
|
m_nMaxVertexCount = 0;
|
|
|
|
m_CompressionType = VERTEX_COMPRESSION_INVALID;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our pointers...
|
|
m_pCurrPosition = NULL;
|
|
m_pCurrNormal = NULL;
|
|
m_pCurrColor = NULL;
|
|
memset( m_pCurrTexCoord, 0, sizeof( m_pCurrTexCoord ) );
|
|
memset( static_cast<VertexDesc_t*>( this ), 0, sizeof(VertexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Computes the first min non-null address
|
|
//-----------------------------------------------------------------------------
|
|
inline unsigned char* FindMinAddress( void *pAddress1, void *pAddress2, int nAddress2Size )
|
|
{
|
|
if ( nAddress2Size == 0 )
|
|
return (unsigned char*)pAddress1;
|
|
if ( !pAddress1 )
|
|
return (unsigned char*)pAddress2;
|
|
return ( pAddress1 < pAddress2 ) ? (unsigned char*)pAddress1 : (unsigned char*)pAddress2;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Resets the vertex buffer builder so it points to the start of everything again
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Reset()
|
|
{
|
|
m_nCurrentVertex = 0;
|
|
|
|
m_pCurrPosition = m_pPosition;
|
|
m_pCurrNormal = m_pNormal;
|
|
for ( int i = 0; i < NELEMS( m_pCurrTexCoord ); i++ )
|
|
{
|
|
m_pCurrTexCoord[i] = m_pTexCoord[i];
|
|
}
|
|
m_pCurrColor = m_pColor;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
|
|
#ifdef DEBUG_WRITE_COMBINE
|
|
// Logic for m_pLastWrittenAddress is tricky. It really wants the min of the
|
|
// non-null address pointers.
|
|
m_nLastWrittenField = MB_FIELD_NONE;
|
|
m_pLastWrittenAddress = NULL;
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pPosition, m_VertexSize_Position );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pBoneWeight, m_VertexSize_BoneWeight );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pBoneMatrixIndex, m_VertexSize_BoneMatrixIndex );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pNormal, m_VertexSize_Normal );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pColor, m_VertexSize_Color );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pSpecular, m_VertexSize_Specular );
|
|
for ( int i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i )
|
|
{
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTexCoord[i], m_VertexSize_TexCoord[i] );
|
|
}
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTangentS, m_VertexSize_TangentS );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pTangentT, m_VertexSize_TangentT );
|
|
m_pLastWrittenAddress = FindMinAddress( m_pLastWrittenAddress, m_pUserData, m_VertexSize_UserData );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns the number of vertices
|
|
//-----------------------------------------------------------------------------
|
|
inline int CVertexBuilder::VertexCount() const
|
|
{
|
|
return m_nVertexCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the total number of vertices across all Locks()
|
|
//-----------------------------------------------------------------------------
|
|
inline int CVertexBuilder::TotalVertexCount() const
|
|
{
|
|
return m_nTotalVertexCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the base vertex memory pointer
|
|
//-----------------------------------------------------------------------------
|
|
inline void* CVertexBuilder::BaseVertexData()
|
|
{
|
|
// FIXME: If there's no position specified, we need to find
|
|
// the base address
|
|
Assert( m_pPosition );
|
|
return m_pPosition;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Selects the current vertex
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::SelectVertex( int nIndex )
|
|
{
|
|
// NOTE: This index is expected to be relative
|
|
Assert( (nIndex >= 0) && (nIndex < m_nMaxVertexCount) );
|
|
m_nCurrentVertex = nIndex;
|
|
|
|
m_pCurrPosition = OffsetFloatPointer( m_pPosition, m_nCurrentVertex, m_VertexSize_Position );
|
|
m_pCurrNormal = OffsetFloatPointer( m_pNormal, m_nCurrentVertex, m_VertexSize_Normal );
|
|
|
|
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
|
|
m_pCurrTexCoord[0] = OffsetFloatPointer( m_pTexCoord[0], m_nCurrentVertex, m_VertexSize_TexCoord[0] );
|
|
m_pCurrTexCoord[1] = OffsetFloatPointer( m_pTexCoord[1], m_nCurrentVertex, m_VertexSize_TexCoord[1] );
|
|
m_pCurrTexCoord[2] = OffsetFloatPointer( m_pTexCoord[2], m_nCurrentVertex, m_VertexSize_TexCoord[2] );
|
|
m_pCurrTexCoord[3] = OffsetFloatPointer( m_pTexCoord[3], m_nCurrentVertex, m_VertexSize_TexCoord[3] );
|
|
m_pCurrTexCoord[4] = OffsetFloatPointer( m_pTexCoord[4], m_nCurrentVertex, m_VertexSize_TexCoord[4] );
|
|
m_pCurrTexCoord[5] = OffsetFloatPointer( m_pTexCoord[5], m_nCurrentVertex, m_VertexSize_TexCoord[5] );
|
|
m_pCurrTexCoord[6] = OffsetFloatPointer( m_pTexCoord[6], m_nCurrentVertex, m_VertexSize_TexCoord[6] );
|
|
m_pCurrTexCoord[7] = OffsetFloatPointer( m_pTexCoord[7], m_nCurrentVertex, m_VertexSize_TexCoord[7] );
|
|
m_pCurrColor = m_pColor + m_nCurrentVertex * m_VertexSize_Color;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Advances vertex after you're done writing to it.
|
|
//-----------------------------------------------------------------------------
|
|
|
|
template<int nFlags, int nNumTexCoords> FORCEINLINE void CVertexBuilder::AdvanceVertexF()
|
|
{
|
|
if ( ++m_nCurrentVertex > m_nVertexCount )
|
|
{
|
|
m_nVertexCount = m_nCurrentVertex;
|
|
}
|
|
|
|
if ( nFlags & VTX_HAVEPOS )
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
|
|
if ( nFlags & VTX_HAVENORMAL )
|
|
IncrementFloatPointer( m_pCurrNormal, m_VertexSize_Normal );
|
|
if ( nFlags & VTX_HAVECOLOR )
|
|
m_pCurrColor += m_VertexSize_Color;
|
|
|
|
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
|
|
if ( nNumTexCoords > 0 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[0], m_VertexSize_TexCoord[0] );
|
|
if ( nNumTexCoords > 1 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[1], m_VertexSize_TexCoord[1] );
|
|
if ( nNumTexCoords > 2 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[2], m_VertexSize_TexCoord[2] );
|
|
if ( nNumTexCoords > 3 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[3], m_VertexSize_TexCoord[3] );
|
|
if ( nNumTexCoords > 4 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[4], m_VertexSize_TexCoord[4] );
|
|
if ( nNumTexCoords > 5 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[5], m_VertexSize_TexCoord[5] );
|
|
if ( nNumTexCoords > 6 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[6], m_VertexSize_TexCoord[6] );
|
|
if ( nNumTexCoords > 7 )
|
|
IncrementFloatPointer( m_pCurrTexCoord[7], m_VertexSize_TexCoord[7] );
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::AdvanceVertex()
|
|
{
|
|
AdvanceVertexF<VTX_HAVEALL, 8>();
|
|
}
|
|
|
|
|
|
inline void CVertexBuilder::AdvanceVertices( int nVerts )
|
|
{
|
|
m_nCurrentVertex += nVerts;
|
|
if ( m_nCurrentVertex > m_nVertexCount )
|
|
{
|
|
m_nVertexCount = m_nCurrentVertex;
|
|
}
|
|
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position*nVerts );
|
|
IncrementFloatPointer( m_pCurrNormal, m_VertexSize_Normal*nVerts );
|
|
|
|
COMPILE_TIME_ASSERT( VERTEX_MAX_TEXTURE_COORDINATES == 8 );
|
|
IncrementFloatPointer( m_pCurrTexCoord[0], m_VertexSize_TexCoord[0]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[1], m_VertexSize_TexCoord[1]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[2], m_VertexSize_TexCoord[2]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[3], m_VertexSize_TexCoord[3]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[4], m_VertexSize_TexCoord[4]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[5], m_VertexSize_TexCoord[5]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[6], m_VertexSize_TexCoord[6]*nVerts );
|
|
IncrementFloatPointer( m_pCurrTexCoord[7], m_VertexSize_TexCoord[7]*nVerts );
|
|
m_pCurrColor += m_VertexSize_Color*nVerts;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For use with the FastVertex methods, advances the current vertex by N
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::FastAdvanceNVertices( int n )
|
|
{
|
|
m_nCurrentVertex += n;
|
|
m_nVertexCount = m_nCurrentVertex;
|
|
}
|
|
|
|
inline void CVertexBuilder::FastVertex( const ModelVertexDX8_t &vertex )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
|
|
#if defined( _WIN32 ) && !defined( _X360 )
|
|
const void *pRead = &vertex;
|
|
void *pCurrPos = m_pCurrPosition;
|
|
__asm
|
|
{
|
|
mov esi, pRead
|
|
mov edi, pCurrPos
|
|
|
|
movq mm0, [esi + 0]
|
|
movq mm1, [esi + 8]
|
|
movq mm2, [esi + 16]
|
|
movq mm3, [esi + 24]
|
|
movq mm4, [esi + 32]
|
|
movq mm5, [esi + 40]
|
|
|
|
movntq [edi + 0], mm0
|
|
movntq [edi + 8], mm1
|
|
movntq [edi + 16], mm2
|
|
movntq [edi + 24], mm3
|
|
movntq [edi + 32], mm4
|
|
movntq [edi + 40], mm5
|
|
|
|
emms
|
|
}
|
|
#elif defined(GNUC)
|
|
const void *pRead = &vertex;
|
|
void *pCurrPos = m_pCurrPosition;
|
|
__asm__ __volatile__ (
|
|
"movq (%0), %%mm0\n"
|
|
"movq 8(%0), %%mm1\n"
|
|
"movq 16(%0), %%mm2\n"
|
|
"movq 24(%0), %%mm3\n"
|
|
"movq 32(%0), %%mm4\n"
|
|
"movq 40(%0), %%mm5\n"
|
|
"movq 48(%0), %%mm6\n"
|
|
"movq 56(%0), %%mm7\n"
|
|
"movntq %%mm0, (%1)\n"
|
|
"movntq %%mm1, 8(%1)\n"
|
|
"movntq %%mm2, 16(%1)\n"
|
|
"movntq %%mm3, 24(%1)\n"
|
|
"movntq %%mm4, 32(%1)\n"
|
|
"movntq %%mm5, 40(%1)\n"
|
|
"movntq %%mm6, 48(%1)\n"
|
|
"movntq %%mm7, 56(%1)\n"
|
|
"emms\n"
|
|
:: "r" (pRead), "r" (pCurrPos) : "memory");
|
|
#else
|
|
Error( "Implement CMeshBuilder::FastVertex(dx8)" );
|
|
#endif
|
|
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
|
|
// m_nVertexCount = ++m_nCurrentVertex;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::FastVertexSSE( const ModelVertexDX8_t &vertex )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
|
|
#if defined( _WIN32 ) && !defined( _X360 )
|
|
const void *pRead = &vertex;
|
|
void *pCurrPos = m_pCurrPosition;
|
|
__asm
|
|
{
|
|
mov esi, pRead
|
|
mov edi, pCurrPos
|
|
|
|
movaps xmm0, [esi + 0]
|
|
movaps xmm1, [esi + 16]
|
|
movaps xmm2, [esi + 32]
|
|
|
|
movntps [edi + 0], xmm0
|
|
movntps [edi + 16], xmm1
|
|
movntps [edi + 32], xmm2
|
|
}
|
|
#elif defined(GNUC)
|
|
const void *pRead = &vertex;
|
|
void *pCurrPos = m_pCurrPosition;
|
|
__asm__ __volatile__ (
|
|
"movaps (%0), %%xmm0\n"
|
|
"movaps 16(%0), %%xmm1\n"
|
|
"movaps 32(%0), %%xmm2\n"
|
|
"movaps 48(%0), %%xmm3\n"
|
|
"movntps %%xmm0, (%1)\n"
|
|
"movntps %%xmm1, 16(%1)\n"
|
|
"movntps %%xmm2, 32(%1)\n"
|
|
"movntps %%xmm3, 48(%1)\n"
|
|
:: "r" (pRead), "r" (pCurrPos) : "memory");
|
|
#else
|
|
Error( "Implement CMeshBuilder::FastVertexSSE((dx8)" );
|
|
#endif
|
|
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
|
|
// m_nVertexCount = ++m_nCurrentVertex;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
inline void CVertexBuilder::FastQuadVertexSSE( const QuadTessVertex_t &vertex )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
|
|
#if defined( _WIN32 ) && !defined( _X360 )
|
|
const void *pRead = &vertex;
|
|
void *pCurrPos = m_pCurrPosition;
|
|
__asm
|
|
{
|
|
mov esi, pRead
|
|
mov edi, pCurrPos
|
|
|
|
movaps xmm0, [esi + 0]
|
|
movaps xmm1, [esi + 16]
|
|
movaps xmm2, [esi + 32]
|
|
|
|
movntps [edi + 0], xmm0
|
|
movntps [edi + 16], xmm1
|
|
movntps [edi + 32], xmm2
|
|
}
|
|
#endif
|
|
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
|
|
// m_nVertexCount = ++m_nCurrentVertex;
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the current vertex
|
|
//-----------------------------------------------------------------------------
|
|
inline int CVertexBuilder::GetCurrentVertex() const
|
|
{
|
|
return m_nCurrentVertex;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copies a vertex into the x360 format
|
|
//-----------------------------------------------------------------------------
|
|
#if defined( _X360 )
|
|
inline void CVertexBuilder::VertexDX8ToX360( const ModelVertexDX8_t &vertex )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // FIXME: support compressed verts if needed
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
|
|
// get the start of the data
|
|
unsigned char *pDst = (unsigned char*)m_pCurrPosition;
|
|
|
|
Assert( m_VertexSize_Position > 0 ); // Assume position is always present
|
|
Assert( GetVertexElementSize( VERTEX_ELEMENT_POSITION, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecPosition ) );
|
|
memcpy( pDst, vertex.m_vecPosition.Base(), sizeof( vertex.m_vecPosition ) );
|
|
pDst += sizeof( vertex.m_vecPosition );
|
|
|
|
if ( m_VertexSize_Normal )
|
|
{
|
|
Assert( GetVertexElementSize( VERTEX_ELEMENT_NORMAL, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecNormal ) );
|
|
memcpy( pDst, vertex.m_vecNormal.Base(), sizeof( vertex.m_vecNormal ) );
|
|
pDst += sizeof( vertex.m_vecNormal );
|
|
}
|
|
|
|
if ( m_VertexSize_TexCoord[0] )
|
|
{
|
|
Assert( GetVertexElementSize( VERTEX_ELEMENT_TEXCOORD2D_0, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecTexCoord ) );
|
|
memcpy( pDst, vertex.m_vecTexCoord.Base(), sizeof( vertex.m_vecTexCoord ) );
|
|
pDst += sizeof( vertex.m_vecTexCoord );
|
|
}
|
|
|
|
if ( m_VertexSize_UserData )
|
|
{
|
|
Assert( GetVertexElementSize( VERTEX_ELEMENT_USERDATA4, VERTEX_COMPRESSION_NONE ) == sizeof( vertex.m_vecUserData ) );
|
|
memcpy( pDst, vertex.m_vecUserData.Base(), sizeof( vertex.m_vecUserData ) );
|
|
pDst += sizeof( vertex.m_vecUserData );
|
|
}
|
|
|
|
// ensure code is synced with the mesh builder that established the offsets
|
|
Assert( pDst - (unsigned char*)m_pCurrPosition == m_VertexSize_Position );
|
|
|
|
IncrementFloatPointer( m_pCurrPosition, m_VertexSize_Position );
|
|
|
|
#if ( defined( _DEBUG ) && ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 ) )
|
|
m_bWrittenNormal = false;
|
|
m_bWrittenUserData = false;
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data retrieval...
|
|
//-----------------------------------------------------------------------------
|
|
inline const float* CVertexBuilder::Position() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pCurrPosition;
|
|
}
|
|
|
|
inline const float* CVertexBuilder::Normal() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pCurrNormal;
|
|
}
|
|
|
|
inline unsigned int CVertexBuilder::Color() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
// Swizzle it so it returns the same format as accepted by Color4ubv - rgba
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
unsigned int color;
|
|
if ( IsPC() || !IsX360() )
|
|
{
|
|
color = (m_pCurrColor[3] << 24) | (m_pCurrColor[0] << 16) | (m_pCurrColor[1] << 8) | (m_pCurrColor[2]);
|
|
}
|
|
else
|
|
{
|
|
// in memory as argb, back to rgba
|
|
color = (m_pCurrColor[1] << 24) | (m_pCurrColor[2] << 16) | (m_pCurrColor[3] << 8) | (m_pCurrColor[0]);
|
|
}
|
|
return color;
|
|
}
|
|
|
|
inline unsigned char *CVertexBuilder::Specular() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pSpecular + m_nCurrentVertex * m_VertexSize_Specular;
|
|
}
|
|
|
|
inline const float* CVertexBuilder::TexCoord( int stage ) const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pCurrTexCoord[stage];
|
|
}
|
|
|
|
inline const float* CVertexBuilder::TangentS() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
|
|
}
|
|
|
|
inline const float* CVertexBuilder::TangentT() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
|
|
}
|
|
|
|
inline float CVertexBuilder::Wrinkle() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return *OffsetFloatPointer( m_pWrinkle, m_nCurrentVertex, m_VertexSize_Wrinkle );
|
|
}
|
|
|
|
inline const float* CVertexBuilder::BoneWeight() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
|
|
}
|
|
|
|
inline int CVertexBuilder::NumBoneWeights() const
|
|
{
|
|
return m_NumBoneWeights;
|
|
}
|
|
|
|
#ifndef NEW_SKINNING
|
|
inline unsigned char* CVertexBuilder::BoneMatrix() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pBoneMatrixIndex + m_nCurrentVertex * m_VertexSize_BoneMatrixIndex;
|
|
}
|
|
#else
|
|
inline float* CVertexBuilder::BoneMatrix() const
|
|
{
|
|
// FIXME: add a templatized accessor (return type varies to ensure calling code is updated appropriately)
|
|
// for code that needs to access compressed data (and/or a return-by-value templatized accessor)
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE );
|
|
Assert( m_nCurrentVertex < m_nMaxVertexCount );
|
|
return m_pBoneMatrixIndex + m_nCurrentVertex * m_VertexSize_BoneMatrixIndex;
|
|
}
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Position setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Position3f( float x, float y, float z )
|
|
{
|
|
Assert( m_pPosition && m_pCurrPosition );
|
|
Assert( IsFinite(x) && IsFinite(y) && IsFinite(z) );
|
|
float *pDst = m_pCurrPosition;
|
|
*pDst++ = x;
|
|
*pDst++ = y;
|
|
*pDst = z;
|
|
}
|
|
|
|
inline void CVertexBuilder::Position3fv( const float *v )
|
|
{
|
|
Assert(v);
|
|
Assert( m_pPosition && m_pCurrPosition );
|
|
|
|
float *pDst = m_pCurrPosition;
|
|
*pDst++ = *v++;
|
|
*pDst++ = *v++;
|
|
*pDst = *v;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Normal setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Normal3f( float nx, float ny, float nz )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
|
|
Assert( m_pNormal );
|
|
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
|
|
Assert( nx >= -1.05f && nx <= 1.05f );
|
|
Assert( ny >= -1.05f && ny <= 1.05f );
|
|
Assert( nz >= -1.05f && nz <= 1.05f );
|
|
|
|
float *pDst = m_pCurrNormal;
|
|
*pDst++ = nx;
|
|
*pDst++ = ny;
|
|
*pDst = nz;
|
|
}
|
|
|
|
inline void CVertexBuilder::Normal3fv( const float *n )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
|
|
Assert( n );
|
|
Assert( m_pNormal && m_pCurrNormal );
|
|
Assert( IsFinite(n[0]) && IsFinite(n[1]) && IsFinite(n[2]) );
|
|
Assert( n[0] >= -1.05f && n[0] <= 1.05f );
|
|
Assert( n[1] >= -1.05f && n[1] <= 1.05f );
|
|
Assert( n[2] >= -1.05f && n[2] <= 1.05f );
|
|
|
|
float *pDst = m_pCurrNormal;
|
|
*pDst++ = *n++;
|
|
*pDst++ = *n++;
|
|
*pDst = *n;
|
|
}
|
|
|
|
inline void CVertexBuilder::NormalDelta3f( float nx, float ny, float nz )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
|
|
Assert( m_pNormal );
|
|
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
|
|
|
|
float *pDst = m_pCurrNormal;
|
|
*pDst++ = nx;
|
|
*pDst++ = ny;
|
|
*pDst = nz;
|
|
}
|
|
|
|
inline void CVertexBuilder::NormalDelta3fv( const float *n )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
|
|
Assert( n );
|
|
Assert( m_pNormal && m_pCurrNormal );
|
|
Assert( IsFinite(n[0]) && IsFinite(n[1]) && IsFinite(n[2]) );
|
|
|
|
float *pDst = m_pCurrNormal;
|
|
*pDst++ = *n++;
|
|
*pDst++ = *n++;
|
|
*pDst = *n;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Templatized normal setting methods which support compressed vertices
|
|
//-----------------------------------------------------------------------------
|
|
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedNormal3f( float nx, float ny, float nz )
|
|
{
|
|
Assert( T == m_CompressionType );
|
|
Assert( m_pNormal && m_pCurrNormal );
|
|
Assert( IsFinite(nx) && IsFinite(ny) && IsFinite(nz) );
|
|
Assert( nx >= -1.05f && nx <= 1.05f );
|
|
Assert( ny >= -1.05f && ny <= 1.05f );
|
|
Assert( nz >= -1.05f && nz <= 1.05f );
|
|
// FIXME: studiorender is passing in non-unit normals
|
|
//float lengthSqd = nx*nx + ny*ny + nz*nz;
|
|
//Assert( lengthSqd >= 0.95f && lengthSqd <= 1.05f );
|
|
|
|
if ( T == VERTEX_COMPRESSION_ON )
|
|
{
|
|
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
|
|
PackNormal_SHORT2( nx, ny, nz, (unsigned int *)m_pCurrNormal );
|
|
|
|
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
|
|
// NOTE: write the normal into the lower 16 bits of a word, clearing the top 16 bits - a userdata4
|
|
// tangent must be written into the upper 16 bits by CompressedUserData() *AFTER* this.
|
|
#ifdef _DEBUG
|
|
Assert( m_bWrittenUserData == false );
|
|
m_bWrittenNormal = true;
|
|
#endif
|
|
PackNormal_UBYTE4( nx, ny, nz, (unsigned int *)m_pCurrNormal );
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
float *pDst = m_pCurrNormal;
|
|
*pDst++ = nx;
|
|
*pDst++ = ny;
|
|
*pDst = nz;
|
|
}
|
|
}
|
|
|
|
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedNormal3fv( const float *n )
|
|
{
|
|
Assert( n );
|
|
CompressedNormal3f<T>( n[0], n[1], n[2] );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Color setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Color3f( float r, float g, float b )
|
|
{
|
|
Assert( m_pColor && m_pCurrColor );
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) );
|
|
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) );
|
|
|
|
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | 0xFF000000;
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color3fv( const float *rgb )
|
|
{
|
|
Assert(rgb);
|
|
Assert( m_pColor && m_pCurrColor );
|
|
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) );
|
|
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) );
|
|
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) );
|
|
|
|
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | 0xFF000000;
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color4f( float r, float g, float b, float a )
|
|
{
|
|
Assert( m_pColor && m_pCurrColor );
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) && IsFinite(a) );
|
|
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) && (a >= 0.0) );
|
|
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) && (a <= 1.0) );
|
|
|
|
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | (FastFToC(a) << 24);
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color4fv( const float *rgba )
|
|
{
|
|
Assert(rgba);
|
|
Assert( m_pColor && m_pCurrColor );
|
|
Assert( IsFinite(rgba[0]) && IsFinite(rgba[1]) && IsFinite(rgba[2]) && IsFinite(rgba[3]) );
|
|
Assert( (rgba[0] >= 0.0) && (rgba[1] >= 0.0) && (rgba[2] >= 0.0) && (rgba[3] >= 0.0) );
|
|
Assert( (rgba[0] <= 1.0) && (rgba[1] <= 1.0) && (rgba[2] <= 1.0) && (rgba[3] <= 1.0) );
|
|
|
|
int col = (FastFToC(rgba[2])) | (FastFToC(rgba[1]) << 8) | (FastFToC(rgba[0]) << 16) | (FastFToC(rgba[3]) << 24);
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Faster versions of color
|
|
//-----------------------------------------------------------------------------
|
|
|
|
// note that on the OSX target (OpenGL) whenever there is vertex data being written as bytes - they need to be written in R,G,B,A memory order
|
|
|
|
inline void CVertexBuilder::Color3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
Assert( m_pColor && m_pCurrColor );
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = r | (g << 8) | (b << 16) | 0xFF000000; // r, g, b, a in memory
|
|
#else
|
|
int col = b | (g << 8) | (r << 16) | 0xFF000000;
|
|
#endif
|
|
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color3ubv( unsigned char const* rgb )
|
|
{
|
|
Assert(rgb);
|
|
Assert( m_pColor && m_pCurrColor );
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = rgb[0] | (rgb[1] << 8) | (rgb[2] << 16) | 0xFF000000; // r, g, b, a in memory
|
|
#else
|
|
int col = rgb[2] | (rgb[1] << 8) | (rgb[0] << 16) | 0xFF000000;
|
|
#endif
|
|
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
Assert( m_pColor && m_pCurrColor );
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
|
|
#else
|
|
int col = b | (g << 8) | (r << 16) | (a << 24);
|
|
#endif
|
|
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Color4ubv( unsigned char const* rgba )
|
|
{
|
|
Assert( rgba );
|
|
Assert( m_pColor && m_pCurrColor );
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = rgba[0] | (rgba[1] << 8) | (rgba[2] << 16) | (rgba[3] << 24); // r, g, b, a in memory
|
|
#else
|
|
int col = rgba[2] | (rgba[1] << 8) | (rgba[0] << 16) | (rgba[3] << 24);
|
|
#endif
|
|
*(int*)m_pCurrColor = col;
|
|
}
|
|
|
|
FORCEINLINE void CVertexBuilder::Color4Packed( int packedColor )
|
|
{
|
|
*(int*)m_pCurrColor = packedColor;
|
|
}
|
|
|
|
FORCEINLINE int CVertexBuilder::PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
return b | (g << 8) | (r << 16) | (a << 24);
|
|
}
|
|
|
|
|
|
inline void CVertexBuilder::Specular3f( float r, float g, float b )
|
|
{
|
|
Assert( m_pSpecular );
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) );
|
|
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) );
|
|
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) );
|
|
|
|
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | 0xFF000000;
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular3fv( const float *rgb )
|
|
{
|
|
Assert(rgb);
|
|
Assert( m_pSpecular );
|
|
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) );
|
|
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) );
|
|
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) );
|
|
|
|
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | 0xFF000000;
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular4f( float r, float g, float b, float a )
|
|
{
|
|
Assert( m_pSpecular );
|
|
Assert( IsFinite(r) && IsFinite(g) && IsFinite(b) && IsFinite(a) );
|
|
Assert( (r >= 0.0) && (g >= 0.0) && (b >= 0.0) && (a >= 0.0) );
|
|
Assert( (r <= 1.0) && (g <= 1.0) && (b <= 1.0) && (a <= 1.0f) );
|
|
|
|
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
int col = (FastFToC(b)) | (FastFToC(g) << 8) | (FastFToC(r) << 16) | (FastFToC(a) << 24);
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular4fv( const float *rgb )
|
|
{
|
|
Assert(rgb);
|
|
Assert( m_pSpecular );
|
|
Assert( IsFinite(rgb[0]) && IsFinite(rgb[1]) && IsFinite(rgb[2]) && IsFinite(rgb[3]) );
|
|
Assert( (rgb[0] >= 0.0) && (rgb[1] >= 0.0) && (rgb[2] >= 0.0) && (rgb[3] >= 0.0) );
|
|
Assert( (rgb[0] <= 1.0) && (rgb[1] <= 1.0) && (rgb[2] <= 1.0) && (rgb[3] <= 1.0) );
|
|
|
|
unsigned char* pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
int col = (FastFToC(rgb[2])) | (FastFToC(rgb[1]) << 8) | (FastFToC(rgb[0]) << 16) | (FastFToC(rgb[3]) << 24);
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
Assert( m_pSpecular );
|
|
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = r | (g << 8) | (b << 16) | 0xFF000000; // r, g, b, a in memory
|
|
#else
|
|
int col = b | (g << 8) | (r << 16) | 0xFF000000;
|
|
#endif
|
|
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular3ubv( unsigned char const *c )
|
|
{
|
|
Assert( m_pSpecular );
|
|
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = c[0] | (c[1] << 8) | (c[2] << 16) | 0xFF000000; // r, g, b, a in memory
|
|
#else
|
|
int col = c[2] | (c[1] << 8) | (c[0] << 16) | 0xFF000000;
|
|
#endif
|
|
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
Assert( m_pSpecular );
|
|
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = r | (g << 8) | (b << 16) | (a << 24); // r, g, b, a in memory
|
|
#else
|
|
int col = b | (g << 8) | (r << 16) | (a << 24);
|
|
#endif
|
|
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
inline void CVertexBuilder::Specular4ubv( unsigned char const *c )
|
|
{
|
|
Assert( m_pSpecular );
|
|
unsigned char *pSpecular = &m_pSpecular[m_nCurrentVertex * m_VertexSize_Specular];
|
|
|
|
#ifdef OPENGL_SWAP_COLORS
|
|
int col = c[0] | (c[1] << 8) | (c[2] << 16) | (c[3] << 24);
|
|
#else
|
|
int col = c[2] | (c[1] << 8) | (c[0] << 16) | (c[3] << 24);
|
|
#endif
|
|
|
|
*(int*)pSpecular = col;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Texture coordinate setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::TexCoord1f( int nStage, float s )
|
|
{
|
|
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
|
|
Assert( IsFinite(s) );
|
|
|
|
float *pDst = m_pCurrTexCoord[nStage];
|
|
*pDst = s;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord2f( int nStage, float s, float t )
|
|
{
|
|
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
|
|
Assert( IsFinite(s) && IsFinite(t) );
|
|
|
|
float *pDst = m_pCurrTexCoord[nStage];
|
|
*pDst++ = s;
|
|
*pDst = t;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord2fv( int nStage, const float *st )
|
|
{
|
|
Assert(st);
|
|
Assert( m_pTexCoord[nStage] && m_pCurrTexCoord[nStage] );
|
|
Assert( IsFinite(st[0]) && IsFinite(st[1]) );
|
|
|
|
float *pDst = m_pCurrTexCoord[nStage];
|
|
*pDst++ = *st++;
|
|
*pDst = *st;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord3f( int stage, float s, float t, float u )
|
|
{
|
|
// Tried to add too much!
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = s;
|
|
*pDst++ = t;
|
|
*pDst = u;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord3fv( int stage, const float *stu )
|
|
{
|
|
Assert(stu);
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(stu[0]) && IsFinite(stu[1]) && IsFinite(stu[2]) );
|
|
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = *stu++;
|
|
*pDst++ = *stu++;
|
|
*pDst = *stu;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord4f( int stage, float s, float t, float u, float v )
|
|
{
|
|
// Tried to add too much!
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(s) && IsFinite(t) && IsFinite(u) );
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = s;
|
|
*pDst++ = t;
|
|
*pDst++ = u;
|
|
*pDst = v;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoord4fv( int stage, const float *stuv )
|
|
{
|
|
Assert(stuv);
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(stuv[0]) && IsFinite(stuv[1]) && IsFinite(stuv[2]) );
|
|
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = *stuv++;
|
|
*pDst++ = *stuv++;
|
|
*pDst++ = *stuv++;
|
|
*pDst = *stuv;
|
|
}
|
|
|
|
|
|
inline void CVertexBuilder::TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT )
|
|
{
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(s) && IsFinite(t) );
|
|
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = ( s * scaleS ) + offsetS;
|
|
*pDst = ( t * scaleT ) + offsetT;
|
|
}
|
|
|
|
inline void CVertexBuilder::TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale )
|
|
{
|
|
Assert(st);
|
|
Assert( m_pTexCoord[stage] && m_pCurrTexCoord[stage] );
|
|
Assert( IsFinite(st[0]) && IsFinite(st[1]) );
|
|
|
|
float *pDst = m_pCurrTexCoord[stage];
|
|
*pDst++ = ( *st++ * *scale++ ) + *offset++;
|
|
*pDst = ( *st * *scale ) + *offset;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Tangent space setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::TangentS3f( float sx, float sy, float sz )
|
|
{
|
|
Assert( m_pTangentS );
|
|
Assert( IsFinite(sx) && IsFinite(sy) && IsFinite(sz) );
|
|
|
|
float* pTangentS = OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
|
|
*pTangentS++ = sx;
|
|
*pTangentS++ = sy;
|
|
*pTangentS = sz;
|
|
}
|
|
|
|
inline void CVertexBuilder::TangentS3fv( const float* s )
|
|
{
|
|
Assert( s );
|
|
Assert( m_pTangentS );
|
|
Assert( IsFinite(s[0]) && IsFinite(s[1]) && IsFinite(s[2]) );
|
|
|
|
float* pTangentS = OffsetFloatPointer( m_pTangentS, m_nCurrentVertex, m_VertexSize_TangentS );
|
|
*pTangentS++ = *s++;
|
|
*pTangentS++ = *s++;
|
|
*pTangentS = *s;
|
|
}
|
|
|
|
inline void CVertexBuilder::TangentT3f( float tx, float ty, float tz )
|
|
{
|
|
Assert( m_pTangentT );
|
|
Assert( IsFinite(tx) && IsFinite(ty) && IsFinite(tz) );
|
|
|
|
float* pTangentT = OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
|
|
*pTangentT++ = tx;
|
|
*pTangentT++ = ty;
|
|
*pTangentT = tz;
|
|
}
|
|
|
|
inline void CVertexBuilder::TangentT3fv( const float* t )
|
|
{
|
|
Assert( t );
|
|
Assert( m_pTangentT );
|
|
Assert( IsFinite(t[0]) && IsFinite(t[1]) && IsFinite(t[2]) );
|
|
|
|
float* pTangentT = OffsetFloatPointer( m_pTangentT, m_nCurrentVertex, m_VertexSize_TangentT );
|
|
*pTangentT++ = *t++;
|
|
*pTangentT++ = *t++;
|
|
*pTangentT = *t;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Wrinkle setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::Wrinkle1f( float flWrinkle )
|
|
{
|
|
Assert( m_pWrinkle );
|
|
Assert( IsFinite(flWrinkle) );
|
|
|
|
float *pWrinkle = OffsetFloatPointer( m_pWrinkle, m_nCurrentVertex, m_VertexSize_Wrinkle );
|
|
*pWrinkle = flWrinkle;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bone weight setting methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::BoneWeight( int idx, float weight )
|
|
{
|
|
Assert( m_pBoneWeight );
|
|
Assert( IsFinite( weight ) );
|
|
Assert( idx >= 0 );
|
|
Assert( m_NumBoneWeights == 2 );
|
|
|
|
// This test is here because we store N-1 bone weights (the Nth is computed in
|
|
// the vertex shader as "1 - C", where C is the sum of the (N-1) other weights)
|
|
if ( idx < m_NumBoneWeights )
|
|
{
|
|
float* pBoneWeight = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
|
|
pBoneWeight[idx] = weight;
|
|
}
|
|
}
|
|
|
|
inline void CVertexBuilder::BoneWeights2( float weight1, float weight2 )
|
|
{
|
|
Assert( m_pBoneWeight );
|
|
Assert( IsFinite( weight1 ) && IsFinite( weight2 ) );
|
|
AssertOnce( m_NumBoneWeights == 2 );
|
|
|
|
// This test is here because we store N-1 bone weights (the Nth is computed in
|
|
// the vertex shader as "1 - C", where C is the sum of the (N-1) other weights)
|
|
float* pBoneWeight = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
|
|
pBoneWeight[0] = weight1;
|
|
pBoneWeight[1] = weight2;
|
|
}
|
|
|
|
inline void CVertexBuilder::BoneMatrix( int idx, int matrixIdx )
|
|
{
|
|
Assert( m_pBoneMatrixIndex );
|
|
Assert( idx >= 0 );
|
|
Assert( idx < 4 );
|
|
|
|
// garymcthack
|
|
if ( matrixIdx == BONE_MATRIX_INDEX_INVALID )
|
|
{
|
|
matrixIdx = 0;
|
|
}
|
|
Assert( (matrixIdx >= 0) && (matrixIdx < 53) );
|
|
|
|
#ifndef NEW_SKINNING
|
|
unsigned char* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
|
|
if ( IsX360() )
|
|
{
|
|
// store sequentially as wzyx order, gpu delivers as xyzw
|
|
idx = 3-idx;
|
|
}
|
|
pBoneMatrix[idx] = (unsigned char)matrixIdx;
|
|
#else
|
|
float* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
|
|
pBoneMatrix[idx] = matrixIdx;
|
|
#endif
|
|
}
|
|
|
|
inline void CVertexBuilder::BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 )
|
|
{
|
|
Assert( m_pBoneMatrixIndex );
|
|
|
|
// garymcthack
|
|
Assert( matrixIdx0 != BONE_MATRIX_INDEX_INVALID );
|
|
Assert( matrixIdx1 != BONE_MATRIX_INDEX_INVALID );
|
|
Assert( matrixIdx2 != BONE_MATRIX_INDEX_INVALID );
|
|
Assert( matrixIdx3 != BONE_MATRIX_INDEX_INVALID );
|
|
|
|
#ifndef NEW_SKINNING
|
|
int nVal;
|
|
if ( IsX360() )
|
|
{
|
|
// store sequentially as wzyx order, gpu delivers as xyzw
|
|
nVal = matrixIdx3 | ( matrixIdx2 << 8 ) | ( matrixIdx1 << 16 ) | ( matrixIdx0 << 24 );
|
|
}
|
|
else
|
|
{
|
|
nVal = matrixIdx0 | ( matrixIdx1 << 8 ) | ( matrixIdx2 << 16 ) | ( matrixIdx3 << 24 );
|
|
}
|
|
int* pBoneMatrix = (int*)( &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex] );
|
|
*pBoneMatrix = nVal;
|
|
#else
|
|
float* pBoneMatrix = &m_pBoneMatrixIndex[m_nCurrentVertex * m_VertexSize_BoneMatrixIndex];
|
|
pBoneMatrix[0] = matrixIdx0;
|
|
pBoneMatrix[1] = matrixIdx1;
|
|
pBoneMatrix[2] = matrixIdx2;
|
|
pBoneMatrix[3] = matrixIdx3;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Templatized bone weight setting methods which support compressed vertices
|
|
//-----------------------------------------------------------------------------
|
|
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedBoneWeight3fv( const float * pWeights )
|
|
{
|
|
Assert( T == m_CompressionType );
|
|
Assert( m_pBoneWeight );
|
|
Assert( pWeights );
|
|
|
|
float *pDestWeights = OffsetFloatPointer( m_pBoneWeight, m_nCurrentVertex, m_VertexSize_BoneWeight );
|
|
|
|
if ( T == VERTEX_COMPRESSION_ON )
|
|
{
|
|
// Quantize to 15 bits per weight (we use D3DDECLTYPE_SHORT2)
|
|
// NOTE: we perform careful normalization (weights sum to 1.0f in the vertex shader), so
|
|
// as to avoid cracking at boundaries between meshes with different numbers of weights
|
|
// per vertex. For example, (1) needs to yield the same normalized weights as (1,0),
|
|
// and (0.5,0.49) needs to normalize the same normalized weights as (0.5,0.49,0).
|
|
// The key is that values which are *computed* in the shader (e.g. the second weight
|
|
// in a 2-weight mesh) must exactly equal values which are *read* from the vertex
|
|
// stream (e.g. the second weight in a 3-weight mesh).
|
|
|
|
// Only 1 or 2 weights (SHORT2N) supported for compressed verts so far
|
|
Assert( m_NumBoneWeights <= 2 );
|
|
|
|
const int WEIGHT0_SHIFT = IsX360() ? 16 : 0;
|
|
const int WEIGHT1_SHIFT = IsX360() ? 0 : 16;
|
|
unsigned int *weights = (unsigned int *)pDestWeights;
|
|
|
|
// We scale our weights so that they sum to 32768, then subtract 1 (which gets added
|
|
// back in the shader), because dividing by 32767 introduces nasty rounding issues.
|
|
Assert( IsFinite( pWeights[0] ) && ( pWeights[0] >= 0.0f ) && ( pWeights[0] <= 1.0f ) );
|
|
unsigned int weight0 = Float2Int( pWeights[0] * 32768.0f );
|
|
*weights = ( 0x0000FFFF & (weight0 - 1) ) << WEIGHT0_SHIFT;
|
|
|
|
#ifdef DEBUG
|
|
if ( m_NumBoneWeights == 1 )
|
|
{
|
|
// Double-check the validity of the values that were passed in
|
|
Assert( IsFinite( pWeights[1] ) && ( pWeights[1] >= 0.0f ) && ( pWeights[1] <= 1.0f ) );
|
|
unsigned int weight1 = Float2Int( pWeights[1] * 32768.0f );
|
|
Assert( ( weight0 + weight1 ) <= 32768 );
|
|
}
|
|
#endif
|
|
|
|
if ( m_NumBoneWeights > 1 )
|
|
{
|
|
// This path for 3 weights per vert (2 are stored and the 3rd is computed
|
|
// in the shader - we do post-quantization normalization here in such a
|
|
// way as to avoid mesh-boundary cracking)
|
|
Assert( m_NumBoneWeights == 2 );
|
|
Assert( IsFinite( pWeights[1] ) && ( pWeights[1] >= 0.0f ) && ( pWeights[1] <= 1.0f ) );
|
|
Assert( IsFinite( pWeights[2] ) && ( pWeights[2] >= 0.0f ) && ( pWeights[2] <= 1.0f ) );
|
|
unsigned int weight1 = Float2Int( pWeights[1] * 32768.0f );
|
|
unsigned int weight2 = Float2Int( pWeights[2] * 32768.0f );
|
|
Assert( ( weight0 + weight1 + weight2 ) <= 32768 );
|
|
unsigned int residual = 32768 - ( weight0 + weight1 + weight2 );
|
|
weight1 += residual; // Normalize
|
|
*weights |= ( 0x0000FFFF & ( weight1 - 1 ) ) << WEIGHT1_SHIFT;
|
|
}
|
|
}
|
|
else // Uncompressed path
|
|
{
|
|
pDestWeights[0] = pWeights[0];
|
|
pDestWeights[1] = pWeights[1];
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generic per-vertex data setting method
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuilder::UserData( const float* pData )
|
|
{
|
|
Assert( m_CompressionType == VERTEX_COMPRESSION_NONE ); // Use the templatized version if you want to support compression
|
|
Assert( pData );
|
|
|
|
int userDataSize = 4; // garymcthack
|
|
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
|
|
memcpy( pUserData, pData, sizeof( float ) * userDataSize );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Templatized generic per-vertex data setting method which supports compressed vertices
|
|
//-----------------------------------------------------------------------------
|
|
template <VertexCompressionType_t T> inline void CVertexBuilder::CompressedUserData( const float* pData )
|
|
{
|
|
Assert( T == m_CompressionType );
|
|
Assert( pData );
|
|
// This is always in fact a tangent vector, not generic 'userdata'
|
|
Assert( IsFinite(pData[0]) && IsFinite(pData[1]) && IsFinite(pData[2]) );
|
|
Assert( pData[0] >= -1.05f && pData[0] <= 1.05f );
|
|
Assert( pData[1] >= -1.05f && pData[1] <= 1.05f );
|
|
Assert( pData[2] >= -1.05f && pData[2] <= 1.05f );
|
|
Assert( pData[3] == +1.0f || pData[3] == -1.0f );
|
|
// FIXME: studiorender is passing in non-unit normals
|
|
//float lengthSqd = pData[0]*pData[0] + pData[1]*pData[1] + pData[2]*pData[2];
|
|
//Assert( lengthSqd >= 0.95f && lengthSqd <= 1.05f );
|
|
|
|
if ( T == VERTEX_COMPRESSION_ON )
|
|
{
|
|
float binormalSign = pData[3];
|
|
|
|
#if ( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_SEPARATETANGENTS_SHORT2 )
|
|
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
|
|
PackNormal_SHORT2( pData, (unsigned int *)pUserData, binormalSign );
|
|
#else //( COMPRESSED_NORMALS_TYPE == COMPRESSED_NORMALS_COMBINEDTANGENTS_UBYTE4 )
|
|
// FIXME: add a combined CompressedNormalAndTangent() accessor, to avoid reading back from write-combined memory here
|
|
// The normal should have already been written into the lower 16
|
|
// bits - here, we OR in the tangent into the upper 16 bits
|
|
unsigned int existingNormalData = *(unsigned int *)m_pCurrNormal;
|
|
Assert( ( existingNormalData & 0xFFFF0000 ) == 0 );
|
|
#ifdef _DEBUG
|
|
Assert( m_bWrittenNormal == true );
|
|
m_bWrittenUserData = true;
|
|
#endif
|
|
bool bIsTangent = true;
|
|
unsigned int tangentData = 0;
|
|
PackNormal_UBYTE4( pData, &tangentData, bIsTangent, binormalSign );
|
|
*(unsigned int *)m_pCurrNormal = existingNormalData | tangentData;
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
int userDataSize = 4; // garymcthack
|
|
float *pUserData = OffsetFloatPointer( m_pUserData, m_nCurrentVertex, m_VertexSize_UserData );
|
|
memcpy( pUserData, pData, sizeof( float ) * userDataSize );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Helper class used to define index buffers
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
class CIndexBuilder : private IndexDesc_t
|
|
{
|
|
public:
|
|
CIndexBuilder();
|
|
CIndexBuilder( IIndexBuffer *pIndexBuffer, MaterialIndexFormat_t fmt = MATERIAL_INDEX_FORMAT_UNKNOWN );
|
|
~CIndexBuilder();
|
|
|
|
// Begins, ends modification of the index buffer (returns true if the lock succeeded)
|
|
// A lock may not succeed if append is set to true and there isn't enough room
|
|
// NOTE: Append is only used with dynamic index buffers; it's ignored for static buffers
|
|
bool Lock( int nMaxIndexCount, int nIndexOffset, bool bAppend = false );
|
|
void Unlock();
|
|
|
|
// Spews the current data
|
|
// NOTE: Can only be called during a lock/unlock block
|
|
void SpewData();
|
|
|
|
// Returns the number of indices we can fit into the buffer without needing to discard
|
|
int GetRoomRemaining() const;
|
|
|
|
// Binds this index buffer
|
|
void Bind( IMatRenderContext *pContext );
|
|
|
|
// Returns the byte offset
|
|
int Offset() const;
|
|
|
|
// Begins, ends modification of the index buffer
|
|
// NOTE: IndexOffset is the number to add to all indices written into the buffer;
|
|
// useful when using dynamic vertex buffers.
|
|
void Begin( IIndexBuffer *pIndexBuffer, int nMaxIndexCount, int nIndexOffset = 0 );
|
|
void End( bool bSpewData = false );
|
|
|
|
// Locks the index buffer to modify existing data
|
|
// Passing nVertexCount == -1 says to lock all the vertices for modification.
|
|
// Pass 0 for nIndexCount to not lock the index buffer.
|
|
void BeginModify( IIndexBuffer *pIndexBuffer, int nFirstIndex = 0, int nIndexCount = 0, int nIndexOffset = 0 );
|
|
void EndModify( bool bSpewData = false );
|
|
|
|
// returns the number of indices
|
|
int IndexCount() const;
|
|
|
|
// Returns the total number of indices across all Locks()
|
|
int TotalIndexCount() const;
|
|
|
|
// Resets the mesh builder so it points to the start of everything again
|
|
void Reset();
|
|
|
|
// Selects the nth Index
|
|
void SelectIndex( int nBufferIndex );
|
|
|
|
// Advances the current index by one
|
|
void AdvanceIndex();
|
|
void AdvanceIndices( int nIndexCount );
|
|
|
|
int GetCurrentIndex();
|
|
int GetFirstIndex() const;
|
|
|
|
unsigned short const* Index() const;
|
|
|
|
// Used to define the indices (only used if you aren't using primitives)
|
|
void Index( unsigned short nIndex );
|
|
|
|
// Fast Index! No need to call advance index, and no random access allowed
|
|
void FastIndex( unsigned short nIndex );
|
|
|
|
// NOTE: This version is the one you really want to achieve write-combining;
|
|
// Write combining only works if you write in 4 bytes chunks.
|
|
void FastIndex2( unsigned short nIndex1, unsigned short nIndex2 );
|
|
|
|
// Generates indices for a particular primitive type
|
|
void GenerateIndices( MaterialPrimitiveType_t primitiveType, int nIndexCount );
|
|
|
|
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
|
|
void AttachBegin( IMesh* pMesh, int nMaxIndexCount, const MeshDesc_t &desc );
|
|
void AttachEnd();
|
|
void AttachBeginModify( IMesh* pMesh, int nFirstIndex, int nIndexCount, const MeshDesc_t &desc );
|
|
void AttachEndModify();
|
|
|
|
void FastTriangle( int startVert );
|
|
void FastQuad( int startVert );
|
|
void FastPolygon( int startVert, int numTriangles );
|
|
void FastPolygonList( int startVert, int *pVertexCount, int polygonCount );
|
|
void FastIndexList( const unsigned short *pIndexList, int startVert, int indexCount );
|
|
|
|
private:
|
|
// The mesh we're modifying
|
|
IIndexBuffer *m_pIndexBuffer;
|
|
|
|
// Max number of indices
|
|
int m_nMaxIndexCount;
|
|
|
|
// Number of indices
|
|
int m_nIndexCount;
|
|
|
|
// Offset to add to each index as it's written into the buffer
|
|
int m_nIndexOffset;
|
|
|
|
// The current index
|
|
mutable int m_nCurrentIndex;
|
|
|
|
// Total number of indices appended
|
|
int m_nTotalIndexCount;
|
|
|
|
// First index buffer offset + first index
|
|
unsigned int m_nBufferOffset;
|
|
unsigned int m_nBufferFirstIndex;
|
|
|
|
// Used to make sure Begin/End calls and BeginModify/EndModify calls match.
|
|
bool m_bModify;
|
|
};
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// Inline methods related to CIndexBuilder
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Constructor
|
|
//-----------------------------------------------------------------------------
|
|
inline CIndexBuilder::CIndexBuilder() : m_pIndexBuffer(0), m_nIndexCount(0),
|
|
m_nCurrentIndex(0), m_nMaxIndexCount(0)
|
|
{
|
|
m_nTotalIndexCount = 0;
|
|
m_nBufferOffset = INVALID_BUFFER_OFFSET;
|
|
m_nBufferFirstIndex = 0;
|
|
#ifdef _DEBUG
|
|
m_bModify = false;
|
|
#endif
|
|
}
|
|
|
|
inline CIndexBuilder::CIndexBuilder( IIndexBuffer *pIndexBuffer, MaterialIndexFormat_t fmt )
|
|
{
|
|
m_pIndexBuffer = pIndexBuffer;
|
|
m_nBufferOffset = INVALID_BUFFER_OFFSET;
|
|
m_nBufferFirstIndex = 0;
|
|
m_nIndexCount = 0;
|
|
m_nCurrentIndex = 0;
|
|
m_nMaxIndexCount = 0;
|
|
m_nTotalIndexCount = 0;
|
|
if ( m_pIndexBuffer->IsDynamic() )
|
|
{
|
|
m_pIndexBuffer->BeginCastBuffer( fmt );
|
|
}
|
|
else
|
|
{
|
|
Assert( m_pIndexBuffer->IndexFormat() == fmt );
|
|
}
|
|
#ifdef _DEBUG
|
|
m_bModify = false;
|
|
#endif
|
|
}
|
|
|
|
inline CIndexBuilder::~CIndexBuilder()
|
|
{
|
|
if ( m_pIndexBuffer && m_pIndexBuffer->IsDynamic() )
|
|
{
|
|
m_pIndexBuffer->EndCastBuffer();
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Begins, ends modification of the index buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CIndexBuilder::Lock( int nMaxIndexCount, int nIndexOffset, bool bAppend )
|
|
{
|
|
Assert( m_pIndexBuffer );
|
|
m_bModify = false;
|
|
m_nIndexOffset = nIndexOffset;
|
|
m_nMaxIndexCount = nMaxIndexCount;
|
|
m_nIndexCount = 0;
|
|
bool bFirstLock = ( m_nBufferOffset == INVALID_BUFFER_OFFSET );
|
|
if ( bFirstLock )
|
|
{
|
|
bAppend = false;
|
|
}
|
|
if ( !bAppend )
|
|
{
|
|
m_nTotalIndexCount = 0;
|
|
}
|
|
Reset();
|
|
|
|
// Lock the index buffer
|
|
if ( !m_pIndexBuffer->Lock( m_nMaxIndexCount, bAppend, *this ) )
|
|
{
|
|
m_nMaxIndexCount = 0;
|
|
return false;
|
|
}
|
|
|
|
if ( bFirstLock )
|
|
{
|
|
m_nBufferOffset = m_nOffset;
|
|
m_nBufferFirstIndex = m_nFirstIndex;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
inline void CIndexBuilder::Unlock()
|
|
{
|
|
Assert( !m_bModify && m_pIndexBuffer );
|
|
|
|
m_pIndexBuffer->Unlock( m_nIndexCount, *this );
|
|
m_nTotalIndexCount += m_nIndexCount;
|
|
|
|
m_nMaxIndexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
inline void CIndexBuilder::SpewData()
|
|
{
|
|
m_pIndexBuffer->Spew( m_nIndexCount, *this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Binds this index buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::Bind( IMatRenderContext *pContext )
|
|
{
|
|
if ( m_pIndexBuffer && ( m_nBufferOffset != INVALID_BUFFER_OFFSET ) )
|
|
{
|
|
pContext->BindIndexBuffer( m_pIndexBuffer, m_nBufferOffset );
|
|
}
|
|
else
|
|
{
|
|
pContext->BindIndexBuffer( NULL, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the byte offset
|
|
//-----------------------------------------------------------------------------
|
|
inline int CIndexBuilder::Offset() const
|
|
{
|
|
return m_nBufferOffset;
|
|
}
|
|
|
|
inline int CIndexBuilder::GetFirstIndex() const
|
|
{
|
|
return m_nBufferFirstIndex;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Begins, ends modification of the index buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::Begin( IIndexBuffer *pIndexBuffer, int nMaxIndexCount, int nIndexOffset )
|
|
{
|
|
Assert( pIndexBuffer && (!m_pIndexBuffer) );
|
|
|
|
m_pIndexBuffer = pIndexBuffer;
|
|
m_nIndexCount = 0;
|
|
m_nMaxIndexCount = nMaxIndexCount;
|
|
m_nIndexOffset = nIndexOffset;
|
|
|
|
m_bModify = false;
|
|
|
|
// Lock the index buffer
|
|
m_pIndexBuffer->Lock( m_nMaxIndexCount, false, *this );
|
|
|
|
// Point to the start of the buffers..
|
|
Reset();
|
|
}
|
|
|
|
inline void CIndexBuilder::End( bool bSpewData )
|
|
{
|
|
// Make sure they called Begin()
|
|
Assert( !m_bModify );
|
|
|
|
if ( bSpewData )
|
|
{
|
|
m_pIndexBuffer->Spew( m_nIndexCount, *this );
|
|
}
|
|
|
|
// Unlock our buffers
|
|
m_pIndexBuffer->Unlock( m_nIndexCount, *this );
|
|
|
|
m_pIndexBuffer = 0;
|
|
m_nMaxIndexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Begins, ends modification of an existing index buffer which has already been filled out
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::BeginModify( IIndexBuffer* pIndexBuffer, int nFirstIndex, int nIndexCount, int nIndexOffset )
|
|
{
|
|
m_pIndexBuffer = pIndexBuffer;
|
|
m_nIndexCount = nIndexCount;
|
|
m_nMaxIndexCount = nIndexCount;
|
|
m_nIndexOffset = nIndexOffset;
|
|
m_bModify = true;
|
|
|
|
// Lock the vertex and index buffer
|
|
m_pIndexBuffer->ModifyBegin( false, nFirstIndex, nIndexCount, *this );
|
|
|
|
// Point to the start of the buffers..
|
|
Reset();
|
|
}
|
|
|
|
inline void CIndexBuilder::EndModify( bool bSpewData )
|
|
{
|
|
Assert( m_pIndexBuffer );
|
|
Assert( m_bModify ); // Make sure they called BeginModify.
|
|
|
|
if ( bSpewData )
|
|
{
|
|
m_pIndexBuffer->Spew( m_nIndexCount, *this );
|
|
}
|
|
|
|
// Unlock our buffers
|
|
m_pIndexBuffer->ModifyEnd( *this );
|
|
|
|
m_pIndexBuffer = 0;
|
|
m_nMaxIndexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// FIXME: Remove! Backward compat so we can use this from a CMeshBuilder.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::AttachBegin( IMesh* pMesh, int nMaxIndexCount, const MeshDesc_t &desc )
|
|
{
|
|
m_pIndexBuffer = pMesh;
|
|
m_nIndexCount = 0;
|
|
m_nMaxIndexCount = nMaxIndexCount;
|
|
|
|
m_bModify = false;
|
|
|
|
// Copy relevant data from the mesh desc
|
|
m_nIndexOffset = desc.m_nFirstVertex;
|
|
m_pIndices = desc.m_pIndices;
|
|
m_nIndexSize = desc.m_nIndexSize;
|
|
|
|
// Point to the start of the buffers..
|
|
Reset();
|
|
}
|
|
|
|
inline void CIndexBuilder::AttachEnd()
|
|
{
|
|
Assert( m_pIndexBuffer );
|
|
Assert( !m_bModify ); // Make sure they called AttachBegin.
|
|
|
|
m_pIndexBuffer = 0;
|
|
m_nMaxIndexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
inline void CIndexBuilder::AttachBeginModify( IMesh* pMesh, int nFirstIndex, int nIndexCount, const MeshDesc_t &desc )
|
|
{
|
|
m_pIndexBuffer = pMesh;
|
|
m_nIndexCount = nIndexCount;
|
|
m_nMaxIndexCount = nIndexCount;
|
|
m_bModify = true;
|
|
|
|
// Copy relevant data from the mesh desc
|
|
m_nIndexOffset = desc.m_nFirstVertex;
|
|
m_pIndices = desc.m_pIndices;
|
|
m_nIndexSize = desc.m_nIndexSize;
|
|
|
|
// Point to the start of the buffers..
|
|
Reset();
|
|
}
|
|
|
|
inline void CIndexBuilder::AttachEndModify()
|
|
{
|
|
Assert( m_pIndexBuffer );
|
|
Assert( m_bModify ); // Make sure they called AttachBeginModify.
|
|
|
|
m_pIndexBuffer = 0;
|
|
m_nMaxIndexCount = 0;
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our data...
|
|
memset( (IndexDesc_t*)this, 0, sizeof(IndexDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Resets the index buffer builder so it points to the start of everything again
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::Reset()
|
|
{
|
|
m_nCurrentIndex = 0;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns the number of indices
|
|
//-----------------------------------------------------------------------------
|
|
inline int CIndexBuilder::IndexCount() const
|
|
{
|
|
return m_nIndexCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the total number of indices across all Locks()
|
|
//-----------------------------------------------------------------------------
|
|
inline int CIndexBuilder::TotalIndexCount() const
|
|
{
|
|
return m_nTotalIndexCount;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Advances the current index
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::AdvanceIndex()
|
|
{
|
|
m_nCurrentIndex += m_nIndexSize;
|
|
if ( m_nCurrentIndex > m_nIndexCount )
|
|
{
|
|
m_nIndexCount = m_nCurrentIndex;
|
|
}
|
|
}
|
|
|
|
inline void CIndexBuilder::AdvanceIndices( int nIndices )
|
|
{
|
|
m_nCurrentIndex += nIndices * m_nIndexSize;
|
|
if ( m_nCurrentIndex > m_nIndexCount )
|
|
{
|
|
m_nIndexCount = m_nCurrentIndex;
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the current index
|
|
//-----------------------------------------------------------------------------
|
|
inline int CIndexBuilder::GetCurrentIndex()
|
|
{
|
|
return m_nCurrentIndex;
|
|
}
|
|
|
|
inline unsigned short const* CIndexBuilder::Index() const
|
|
{
|
|
Assert( m_nCurrentIndex < m_nMaxIndexCount );
|
|
return &m_pIndices[m_nCurrentIndex];
|
|
}
|
|
|
|
inline void CIndexBuilder::SelectIndex( int nIndex )
|
|
{
|
|
Assert( ( nIndex >= 0 ) && ( nIndex < m_nIndexCount ) );
|
|
m_nCurrentIndex = nIndex * m_nIndexSize;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Used to write data into the index buffer
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::Index( unsigned short nIndex )
|
|
{
|
|
Assert( m_pIndices );
|
|
Assert( m_nCurrentIndex < m_nMaxIndexCount );
|
|
m_pIndices[ m_nCurrentIndex ] = (unsigned short)( m_nIndexOffset + nIndex );
|
|
}
|
|
|
|
// Fast Index! No need to call advance index
|
|
inline void CIndexBuilder::FastIndex( unsigned short nIndex )
|
|
{
|
|
Assert( m_pIndices );
|
|
Assert( m_nCurrentIndex < m_nMaxIndexCount );
|
|
m_pIndices[m_nCurrentIndex] = (unsigned short)( m_nIndexOffset + nIndex );
|
|
m_nCurrentIndex += m_nIndexSize;
|
|
m_nIndexCount = m_nCurrentIndex;
|
|
}
|
|
|
|
FORCEINLINE void CIndexBuilder::FastTriangle( int startVert )
|
|
{
|
|
startVert += m_nIndexOffset;
|
|
unsigned short *pIndices = &m_pIndices[m_nCurrentIndex];
|
|
*pIndices++ = startVert++;
|
|
*pIndices++ = startVert++;
|
|
*pIndices++ = startVert;
|
|
AdvanceIndices(3);
|
|
}
|
|
|
|
FORCEINLINE void CIndexBuilder::FastQuad( int startVert )
|
|
{
|
|
startVert += m_nIndexOffset;
|
|
unsigned short *pIndices = &m_pIndices[m_nCurrentIndex];
|
|
*pIndices++ = startVert++;
|
|
*pIndices++ = startVert++;
|
|
*pIndices++ = startVert;
|
|
|
|
*pIndices++ = startVert - 2;
|
|
*pIndices++ = startVert++;
|
|
*pIndices++ = startVert;
|
|
AdvanceIndices(6);
|
|
}
|
|
|
|
inline void CIndexBuilder::FastPolygon( int startVert, int triangleCount )
|
|
{
|
|
unsigned short *pIndex = &m_pIndices[m_nCurrentIndex];
|
|
startVert += m_nIndexOffset;
|
|
if ( !IsX360() )
|
|
{
|
|
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
|
|
// This prevents us from writing into bogus memory
|
|
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
|
|
triangleCount *= m_nIndexSize;
|
|
}
|
|
for ( int v = 0; v < triangleCount; ++v )
|
|
{
|
|
*pIndex++ = startVert;
|
|
*pIndex++ = startVert + v + 1;
|
|
*pIndex++ = startVert + v + 2;
|
|
}
|
|
AdvanceIndices(triangleCount*3);
|
|
}
|
|
|
|
inline void CIndexBuilder::FastPolygonList( int startVert, int *pVertexCount, int polygonCount )
|
|
{
|
|
unsigned short *pIndex = &m_pIndices[m_nCurrentIndex];
|
|
startVert += m_nIndexOffset;
|
|
int indexOut = 0;
|
|
|
|
if ( !IsX360() )
|
|
{
|
|
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
|
|
// This prevents us from writing into bogus memory
|
|
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
|
|
polygonCount *= m_nIndexSize;
|
|
}
|
|
|
|
for ( int i = 0; i < polygonCount; i++ )
|
|
{
|
|
int vertexCount = pVertexCount[i];
|
|
int triangleCount = vertexCount-2;
|
|
for ( int v = 0; v < triangleCount; ++v )
|
|
{
|
|
*pIndex++ = startVert;
|
|
*pIndex++ = startVert + v + 1;
|
|
*pIndex++ = startVert + v + 2;
|
|
}
|
|
startVert += vertexCount;
|
|
indexOut += triangleCount * 3;
|
|
}
|
|
AdvanceIndices(indexOut);
|
|
}
|
|
|
|
inline void CIndexBuilder::FastIndexList( const unsigned short *pIndexList, int startVert, int indexCount )
|
|
{
|
|
unsigned short *pIndexOut = &m_pIndices[m_nCurrentIndex];
|
|
startVert += m_nIndexOffset;
|
|
if ( !IsX360() )
|
|
{
|
|
// NOTE: IndexSize is 1 or 0 (0 for alt-tab)
|
|
// This prevents us from writing into bogus memory
|
|
Assert( m_nIndexSize == 0 || m_nIndexSize == 1 );
|
|
indexCount *= m_nIndexSize;
|
|
}
|
|
for ( int i = 0; i < indexCount; ++i )
|
|
{
|
|
pIndexOut[i] = startVert + pIndexList[i];
|
|
}
|
|
AdvanceIndices(indexCount);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// NOTE: This version is the one you really want to achieve write-combining;
|
|
// Write combining only works if you write in 4 bytes chunks.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::FastIndex2( unsigned short nIndex1, unsigned short nIndex2 )
|
|
{
|
|
Assert( m_pIndices );
|
|
Assert( m_nCurrentIndex < m_nMaxIndexCount - 1 );
|
|
// Assert( ( (int)( &m_pIndices[m_nCurrentIndex] ) & 0x3 ) == 0 );
|
|
|
|
#ifndef _X360
|
|
unsigned int nIndices = ( (unsigned int)nIndex1 + m_nIndexOffset ) | ( ( (unsigned int)nIndex2 + m_nIndexOffset ) << 16 );
|
|
#else
|
|
unsigned int nIndices = ( (unsigned int)nIndex2 + m_nIndexOffset ) | ( ( (unsigned int)nIndex1 + m_nIndexOffset ) << 16 );
|
|
#endif
|
|
|
|
*(int*)( &m_pIndices[m_nCurrentIndex] ) = nIndices;
|
|
m_nCurrentIndex += m_nIndexSize + m_nIndexSize;
|
|
m_nIndexCount = m_nCurrentIndex;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Generates indices for a particular primitive type
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuilder::GenerateIndices( MaterialPrimitiveType_t primitiveType, int nIndexCount )
|
|
{
|
|
// FIXME: How to make this work with short vs int sized indices?
|
|
// Don't generate indices if we've got an empty buffer
|
|
if ( m_nIndexSize == 0 )
|
|
return;
|
|
|
|
int nMaxIndices = m_nMaxIndexCount - m_nCurrentIndex;
|
|
nIndexCount = MIN( nMaxIndices, nIndexCount );
|
|
if ( nIndexCount == 0 )
|
|
return;
|
|
|
|
unsigned short *pIndices = &m_pIndices[m_nCurrentIndex];
|
|
|
|
switch( primitiveType )
|
|
{
|
|
case MATERIAL_INSTANCED_QUADS:
|
|
Assert(0); // Shouldn't get here (this primtype is unindexed)
|
|
break;
|
|
case MATERIAL_QUADS:
|
|
GenerateQuadIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
|
|
break;
|
|
case MATERIAL_POLYGON:
|
|
GeneratePolygonIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
|
|
break;
|
|
case MATERIAL_LINE_STRIP:
|
|
GenerateLineStripIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
|
|
break;
|
|
case MATERIAL_LINE_LOOP:
|
|
GenerateLineLoopIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
|
|
break;
|
|
case MATERIAL_POINTS:
|
|
Assert(0); // Shouldn't get here (this primtype is unindexed)
|
|
break;
|
|
case MATERIAL_SUBD_QUADS_EXTRA:
|
|
case MATERIAL_SUBD_QUADS_REG:
|
|
default:
|
|
GenerateSequentialIndexBuffer( pIndices, nIndexCount, m_nIndexOffset );
|
|
break;
|
|
}
|
|
|
|
AdvanceIndices( nIndexCount );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
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//
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// Helper class used to define meshes
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//
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//-----------------------------------------------------------------------------
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//class CMeshBuilder : private MeshDesc_t
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// hack fixme
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class CMeshBuilder : public MeshDesc_t
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{
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public:
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CMeshBuilder();
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~CMeshBuilder() { Assert(!m_pMesh); } // if this fires you did a Begin() without an End()
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operator CIndexBuilder&() { return m_IndexBuilder; }
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// This must be called before Begin, if a vertex buffer with a compressed format is to be used
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void SetCompressionType( VertexCompressionType_t compressionType );
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// Locks the vertex buffer
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// (*cannot* use the Index() call below)
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void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int numPrimitives );
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// Locks the vertex buffer, can specify arbitrary index lists
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// (must use the Index() call below)
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void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex );
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void Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount );
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// forward compat
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void Begin( IVertexBuffer *pVertexBuffer, MaterialPrimitiveType_t type, int numPrimitives );
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void Begin( IVertexBuffer *pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex );
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void Begin( IVertexBuffer *pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount );
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// Use this when you're done writing
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// Set bDraw to true to call m_pMesh->Draw automatically.
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void End( bool bSpewData = false, bool bDraw = false );
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// Locks the vertex buffer to modify existing data
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// Passing nVertexCount == -1 says to lock all the vertices for modification.
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// Pass 0 for nIndexCount to not lock the index buffer.
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void BeginModify( IMesh *pMesh, int nFirstVertex = 0, int nVertexCount = -1, int nFirstIndex = 0, int nIndexCount = 0 );
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void EndModify( bool bSpewData = false );
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// A helper method since this seems to be done a whole bunch.
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void DrawQuad( IMesh* pMesh, const float *v1, const float *v2,
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const float *v3, const float *v4, unsigned char const *pColor, bool wireframe = false );
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// returns the number of indices and vertices
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int VertexCount() const;
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int IndexCount() const;
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// Resets the mesh builder so it points to the start of everything again
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void Reset();
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// Returns the size of the vertex
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int VertexSize() { return m_ActualVertexSize; }
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// returns the data size of a given texture coordinate
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int TextureCoordinateSize( int nTexCoordNumber ) { return m_VertexSize_TexCoord[ nTexCoordNumber ]; }
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// Returns the base vertex memory pointer
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void* BaseVertexData();
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// Selects the nth Vertex and Index
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void SelectVertex( int idx );
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void SelectIndex( int idx );
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// Given an index, point to the associated vertex
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void SelectVertexFromIndex( int idx );
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// Advances the current vertex and index by one
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void AdvanceVertex();
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template<int nFlags, int nNumTexCoords> void AdvanceVertexF();
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void AdvanceVertices( int nVerts );
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void AdvanceIndex();
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void AdvanceIndices( int nIndices );
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int GetCurrentVertex();
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int GetCurrentIndex();
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// Data retrieval...
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const float *Position() const;
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const float *Normal() const;
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unsigned int Color() const;
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unsigned char *Specular() const;
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const float *TexCoord( int stage ) const;
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const float *TangentS() const;
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const float *TangentT() const;
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const float *BoneWeight() const;
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float Wrinkle() const;
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int NumBoneWeights() const;
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#ifndef NEW_SKINNING
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unsigned char *BoneMatrix() const;
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#else
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float *BoneMatrix() const;
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#endif
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unsigned short const *Index() const;
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// position setting
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void Position3f( float x, float y, float z );
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void Position3fv( const float *v );
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// normal setting
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void Normal3f( float nx, float ny, float nz );
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void Normal3fv( const float *n );
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void NormalDelta3fv( const float *n );
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void NormalDelta3f( float nx, float ny, float nz );
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// normal setting (templatized for code which needs to support compressed vertices)
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template <VertexCompressionType_t T> void CompressedNormal3f( float nx, float ny, float nz );
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template <VertexCompressionType_t T> void CompressedNormal3fv( const float *n );
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// color setting
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void Color3f( float r, float g, float b );
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void Color3fv( const float *rgb );
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void Color4f( float r, float g, float b, float a );
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void Color4fv( const float *rgba );
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// Faster versions of color
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void Color3ub( unsigned char r, unsigned char g, unsigned char b );
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void Color3ubv( unsigned char const* rgb );
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void Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
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void Color4ubv( unsigned char const* rgba );
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void Color4Packed( int packedColor );
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int PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
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// specular color setting
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void Specular3f( float r, float g, float b );
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void Specular3fv( const float *rgb );
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void Specular4f( float r, float g, float b, float a );
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void Specular4fv( const float *rgba );
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// Faster version of specular
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void Specular3ub( unsigned char r, unsigned char g, unsigned char b );
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void Specular3ubv( unsigned char const *c );
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void Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a );
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void Specular4ubv( unsigned char const *c );
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// texture coordinate setting
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void TexCoord1f( int stage, float s );
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void TexCoord2f( int stage, float s, float t );
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void TexCoord2fv( int stage, const float *st );
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void TexCoord3f( int stage, float s, float t, float u );
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void TexCoord3fv( int stage, const float *stu );
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void TexCoord4f( int stage, float s, float t, float u, float w );
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void TexCoord4fv( int stage, const float *stuv );
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void TexCoordSubRect2f( int stage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT );
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void TexCoordSubRect2fv( int stage, const float *st, const float *offset, const float *scale );
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// tangent space
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void TangentS3f( float sx, float sy, float sz );
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void TangentS3fv( const float *s );
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void TangentT3f( float tx, float ty, float tz );
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void TangentT3fv( const float *t );
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// Wrinkle
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void Wrinkle1f( float flWrinkle );
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// bone weights
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void BoneWeight( int idx, float weight );
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void BoneWeights2( float weight1, float weight2 );
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// bone weights (templatized for code which needs to support compressed vertices)
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template <VertexCompressionType_t T> void CompressedBoneWeight3fv( const float * pWeights );
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// bone matrix index
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void BoneMatrix( int idx, int matrixIndex );
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void BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 );
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// Generic per-vertex data
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void UserData( const float *pData );
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// Generic per-vertex data (templatized for code which needs to support compressed vertices)
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template <VertexCompressionType_t T> void CompressedUserData( const float* pData );
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// Used to define the indices (only used if you aren't using primitives)
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void Index( unsigned short index );
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// NOTE: Use this one to get write combining! Much faster than the other version of FastIndex
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// Fast Index! No need to call advance index, and no random access allowed
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void FastIndex2( unsigned short nIndex1, unsigned short nIndex2 );
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// Fast Index! No need to call advance index, and no random access allowed
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void FastIndex( unsigned short index );
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void FastQuad( int index );
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// Fast Vertex! No need to call advance vertex, and no random access allowed.
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// WARNING - these are low level functions that are intended only for use
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// in the software vertex skinner.
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void FastVertex( const ModelVertexDX8_t &vertex );
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void FastVertexSSE( const ModelVertexDX8_t &vertex );
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void FastQuadVertexSSE( const QuadTessVertex_t &vertex );
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// Add number of verts and current vert since FastVertexxx routines do not update.
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void FastAdvanceNVertices(int n);
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#if defined( _X360 )
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void VertexDX8ToX360( const ModelVertexDX8_t &vertex );
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#endif
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// this low level function gets you a pointer to the vertex output data. It is dangerous - any
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// caller using it must understand the vertex layout that it is building. It is for optimized
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// meshbuilding loops like particle drawing that use special shaders. After writing to the output
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// data, you shuodl call FastAdvanceNVertices
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FORCEINLINE void *GetVertexDataPtr( int nWhatSizeIThinkItIs )
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{
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if ( m_VertexBuilder.m_VertexSize_Position != nWhatSizeIThinkItIs )
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return NULL;
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return m_VertexBuilder.m_pCurrPosition;
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}
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private:
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// Computes number of verts and indices
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void ComputeNumVertsAndIndices( int *pMaxVertices, int *pMaxIndices,
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MaterialPrimitiveType_t type, int nPrimitiveCount );
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int IndicesFromVertices( MaterialPrimitiveType_t type, int nVertexCount );
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// The mesh we're modifying
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IMesh *m_pMesh;
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MaterialPrimitiveType_t m_Type;
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// Generate indices?
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bool m_bGenerateIndices;
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CIndexBuilder m_IndexBuilder;
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CVertexBuilder m_VertexBuilder;
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};
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//-----------------------------------------------------------------------------
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// Forward compat
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//-----------------------------------------------------------------------------
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inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, MaterialPrimitiveType_t type, int numPrimitives )
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{
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Assert( 0 );
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// Begin( pVertexBuffer->GetMesh(), type, numPrimitives );
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}
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inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex )
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{
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Assert( 0 );
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// Begin( pVertexBuffer->GetMesh(), type, nVertexCount, nIndexCount, nFirstVertex );
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}
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inline void CMeshBuilder::Begin( IVertexBuffer* pVertexBuffer, IIndexBuffer *pIndexBuffer, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount )
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{
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Assert( 0 );
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// Begin( pVertexBuffer->GetMesh(), type, nVertexCount, nIndexCount );
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}
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//-----------------------------------------------------------------------------
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// Constructor
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//-----------------------------------------------------------------------------
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inline CMeshBuilder::CMeshBuilder() : m_pMesh(0), m_bGenerateIndices(false)
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{
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}
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//-----------------------------------------------------------------------------
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// Computes the number of verts and indices based on primitive type and count
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//-----------------------------------------------------------------------------
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inline void CMeshBuilder::ComputeNumVertsAndIndices( int *pMaxVertices, int *pMaxIndices,
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MaterialPrimitiveType_t type, int nPrimitiveCount )
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{
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switch(type)
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{
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case MATERIAL_POINTS:
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*pMaxVertices = *pMaxIndices = nPrimitiveCount;
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break;
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case MATERIAL_LINES:
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*pMaxVertices = *pMaxIndices = nPrimitiveCount * 2;
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break;
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case MATERIAL_LINE_STRIP:
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*pMaxVertices = nPrimitiveCount + 1;
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*pMaxIndices = nPrimitiveCount * 2;
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break;
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case MATERIAL_LINE_LOOP:
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*pMaxVertices = nPrimitiveCount;
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*pMaxIndices = nPrimitiveCount * 2;
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break;
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case MATERIAL_TRIANGLES:
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*pMaxVertices = *pMaxIndices = nPrimitiveCount * 3;
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break;
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case MATERIAL_TRIANGLE_STRIP:
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*pMaxVertices = *pMaxIndices = nPrimitiveCount + 2;
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break;
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case MATERIAL_QUADS:
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*pMaxVertices = nPrimitiveCount * 4;
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*pMaxIndices = nPrimitiveCount * 6;
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break;
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case MATERIAL_INSTANCED_QUADS:
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*pMaxVertices = nPrimitiveCount;
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*pMaxIndices = 0; // This primtype is unindexed
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break;
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case MATERIAL_POLYGON:
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*pMaxVertices = nPrimitiveCount;
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*pMaxIndices = (nPrimitiveCount - 2) * 3;
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break;
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default:
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Assert(0);
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}
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// FIXME: need to get this from meshdx8.cpp, or move it to somewhere common
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Assert( *pMaxVertices <= 32768 );
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Assert( *pMaxIndices <= 32768 );
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}
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inline int CMeshBuilder::IndicesFromVertices( MaterialPrimitiveType_t type, int nVertexCount )
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{
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switch( type )
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{
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case MATERIAL_QUADS:
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Assert( (nVertexCount & 0x3) == 0 );
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return (nVertexCount * 6) / 4;
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case MATERIAL_INSTANCED_QUADS:
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// This primtype is unindexed
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return 0;
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case MATERIAL_POLYGON:
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Assert( nVertexCount >= 3 );
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return (nVertexCount - 2) * 3;
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case MATERIAL_LINE_STRIP:
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Assert( nVertexCount >= 2 );
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return (nVertexCount - 1) * 2;
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case MATERIAL_LINE_LOOP:
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Assert( nVertexCount >= 3 );
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return nVertexCount * 2;
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default:
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return nVertexCount;
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}
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}
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//-----------------------------------------------------------------------------
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// Specify the type of vertex compression that this CMeshBuilder will perform
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//-----------------------------------------------------------------------------
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inline void CMeshBuilder::SetCompressionType( VertexCompressionType_t vertexCompressionType )
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{
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m_CompressionType = vertexCompressionType;
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m_VertexBuilder.SetCompressionType( vertexCompressionType );
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}
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//-----------------------------------------------------------------------------
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// Begins modifying the mesh
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//-----------------------------------------------------------------------------
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inline void CMeshBuilder::Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int numPrimitives )
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{
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Assert( pMesh && (!m_pMesh) );
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Assert( type != MATERIAL_HETEROGENOUS );
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m_pMesh = pMesh;
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m_bGenerateIndices = true;
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m_Type = type;
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int nMaxVertexCount, nMaxIndexCount;
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ComputeNumVertsAndIndices( &nMaxVertexCount, &nMaxIndexCount, type, numPrimitives );
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switch( type )
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{
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case MATERIAL_INSTANCED_QUADS:
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m_pMesh->SetPrimitiveType( MATERIAL_INSTANCED_QUADS );
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break;
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case MATERIAL_QUADS:
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case MATERIAL_POLYGON:
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m_pMesh->SetPrimitiveType( MATERIAL_TRIANGLES );
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break;
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case MATERIAL_LINE_STRIP:
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case MATERIAL_LINE_LOOP:
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m_pMesh->SetPrimitiveType( MATERIAL_LINES );
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break;
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default:
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m_pMesh->SetPrimitiveType( type );
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}
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// Lock the mesh
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m_pMesh->LockMesh( nMaxVertexCount, nMaxIndexCount, *this );
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m_IndexBuilder.AttachBegin( pMesh, nMaxIndexCount, *this );
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m_VertexBuilder.AttachBegin( pMesh, nMaxVertexCount, *this );
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// Point to the start of the index and vertex buffers
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Reset();
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}
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inline void CMeshBuilder::Begin( IMesh *pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount, int *nFirstVertex )
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{
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Begin( pMesh, type, nVertexCount, nIndexCount );
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*nFirstVertex = m_VertexBuilder.m_nFirstVertex * m_VertexBuilder.VertexSize();
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}
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inline void CMeshBuilder::Begin( IMesh* pMesh, MaterialPrimitiveType_t type, int nVertexCount, int nIndexCount )
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{
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Assert( pMesh && (!m_pMesh) );
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// NOTE: We can't specify the indices when we use quads, polygons, or
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// linestrips; they aren't actually directly supported by
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// the material system
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Assert( (type != MATERIAL_QUADS) && (type != MATERIAL_INSTANCED_QUADS) && (type != MATERIAL_POLYGON) &&
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(type != MATERIAL_LINE_STRIP) && (type != MATERIAL_LINE_LOOP));
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// Dx8 doesn't support indexed points...
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Assert( type != MATERIAL_POINTS );
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m_pMesh = pMesh;
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m_bGenerateIndices = false;
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m_Type = type;
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// Set the primitive type
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m_pMesh->SetPrimitiveType( type );
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// Lock the vertex and index buffer
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m_pMesh->LockMesh( nVertexCount, nIndexCount, *this );
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m_IndexBuilder.AttachBegin( pMesh, nIndexCount, *this );
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m_VertexBuilder.AttachBegin( pMesh, nVertexCount, *this );
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// Point to the start of the buffers..
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Reset();
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}
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//-----------------------------------------------------------------------------
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// Use this when you're done modifying the mesh
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//-----------------------------------------------------------------------------
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inline void CMeshBuilder::End( bool bSpewData, bool bDraw )
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{
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if ( m_bGenerateIndices )
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{
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int nIndexCount = IndicesFromVertices( m_Type, m_VertexBuilder.VertexCount() );
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m_IndexBuilder.GenerateIndices( m_Type, nIndexCount );
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}
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if ( bSpewData )
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{
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m_pMesh->Spew( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
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}
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#ifdef _DEBUG
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m_pMesh->ValidateData( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
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#endif
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// Unlock our buffers
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m_pMesh->UnlockMesh( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
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m_IndexBuilder.AttachEnd();
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m_VertexBuilder.AttachEnd();
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if ( bDraw )
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{
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m_pMesh->Draw();
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}
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m_pMesh = 0;
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|
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#ifdef _DEBUG
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memset( (MeshDesc_t*)this, 0, sizeof(MeshDesc_t) );
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#endif
|
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}
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|
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//-----------------------------------------------------------------------------
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// Locks the vertex buffer to modify existing data
|
|
//-----------------------------------------------------------------------------
|
|
inline void CMeshBuilder::BeginModify( IMesh* pMesh, int nFirstVertex, int nVertexCount, int nFirstIndex, int nIndexCount )
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{
|
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Assert( pMesh && (!m_pMesh) );
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|
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if (nVertexCount < 0)
|
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{
|
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nVertexCount = pMesh->VertexCount();
|
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}
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|
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m_pMesh = pMesh;
|
|
m_bGenerateIndices = false;
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|
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// Locks mesh for modifying
|
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pMesh->ModifyBeginEx( false, nFirstVertex, nVertexCount, nFirstIndex, nIndexCount, *this );
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|
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m_IndexBuilder.AttachBeginModify( pMesh, nFirstIndex, nIndexCount, *this );
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m_VertexBuilder.AttachBeginModify( pMesh, nFirstVertex, nVertexCount, *this );
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|
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// Point to the start of the buffers..
|
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Reset();
|
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}
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|
|
inline void CMeshBuilder::EndModify( bool bSpewData )
|
|
{
|
|
Assert( m_pMesh );
|
|
|
|
if (bSpewData)
|
|
{
|
|
m_pMesh->Spew( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
|
|
}
|
|
#ifdef _DEBUG
|
|
m_pMesh->ValidateData( m_VertexBuilder.VertexCount(), m_IndexBuilder.IndexCount(), *this );
|
|
#endif
|
|
|
|
// Unlocks mesh
|
|
m_pMesh->ModifyEnd( *this );
|
|
m_pMesh = 0;
|
|
|
|
m_IndexBuilder.AttachEndModify();
|
|
m_VertexBuilder.AttachEndModify();
|
|
|
|
#ifdef _DEBUG
|
|
// Null out our pointers...
|
|
memset( (MeshDesc_t*)this, 0, sizeof(MeshDesc_t) );
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Resets the mesh builder so it points to the start of everything again
|
|
//-----------------------------------------------------------------------------
|
|
inline void CMeshBuilder::Reset()
|
|
{
|
|
m_IndexBuilder.Reset();
|
|
m_VertexBuilder.Reset();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Selects the current Vertex and Index
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::SelectVertex( int nIndex )
|
|
{
|
|
m_VertexBuilder.SelectVertex( nIndex );
|
|
}
|
|
|
|
inline void CMeshBuilder::SelectVertexFromIndex( int idx )
|
|
{
|
|
// NOTE: This index is expected to be relative
|
|
int vertIdx = idx - m_nFirstVertex;
|
|
SelectVertex( vertIdx );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::SelectIndex( int idx )
|
|
{
|
|
m_IndexBuilder.SelectIndex( idx );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Advances the current vertex and index by one
|
|
//-----------------------------------------------------------------------------
|
|
template<int nFlags, int nNumTexCoords> FORCEINLINE void CMeshBuilder::AdvanceVertexF()
|
|
{
|
|
m_VertexBuilder.AdvanceVertexF<nFlags, nNumTexCoords>();
|
|
}
|
|
FORCEINLINE void CMeshBuilder::AdvanceVertex()
|
|
{
|
|
m_VertexBuilder.AdvanceVertex();
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::AdvanceVertices( int nVertexCount )
|
|
{
|
|
m_VertexBuilder.AdvanceVertices( nVertexCount );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::AdvanceIndex()
|
|
{
|
|
m_IndexBuilder.AdvanceIndex();
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::AdvanceIndices( int nIndices )
|
|
{
|
|
m_IndexBuilder.AdvanceIndices( nIndices );
|
|
}
|
|
|
|
FORCEINLINE int CMeshBuilder::GetCurrentVertex()
|
|
{
|
|
return m_VertexBuilder.GetCurrentVertex();
|
|
}
|
|
|
|
FORCEINLINE int CMeshBuilder::GetCurrentIndex()
|
|
{
|
|
return m_IndexBuilder.GetCurrentIndex();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// A helper method since this seems to be done a whole bunch.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CMeshBuilder::DrawQuad( IMesh* pMesh, const float* v1, const float* v2,
|
|
const float* v3, const float* v4, unsigned char const* pColor, bool wireframe )
|
|
{
|
|
if (!wireframe)
|
|
{
|
|
Begin( pMesh, MATERIAL_TRIANGLE_STRIP, 2 );
|
|
|
|
Position3fv (v1);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v2);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v4);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v3);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
}
|
|
else
|
|
{
|
|
Begin( pMesh, MATERIAL_LINE_LOOP, 4 );
|
|
Position3fv (v1);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v2);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v3);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
|
|
Position3fv (v4);
|
|
Color4ubv( pColor );
|
|
AdvanceVertexF<VTX_HAVEPOS | VTX_HAVECOLOR, 0>();
|
|
}
|
|
|
|
End();
|
|
pMesh->Draw();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// returns the number of indices and vertices
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE int CMeshBuilder::VertexCount() const
|
|
{
|
|
return m_VertexBuilder.VertexCount();
|
|
}
|
|
|
|
FORCEINLINE int CMeshBuilder::IndexCount() const
|
|
{
|
|
return m_IndexBuilder.IndexCount();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the base vertex memory pointer
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void* CMeshBuilder::BaseVertexData()
|
|
{
|
|
return m_VertexBuilder.BaseVertexData();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Data retrieval...
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE const float* CMeshBuilder::Position() const
|
|
{
|
|
return m_VertexBuilder.Position();
|
|
}
|
|
|
|
FORCEINLINE const float* CMeshBuilder::Normal() const
|
|
{
|
|
return m_VertexBuilder.Normal();
|
|
}
|
|
|
|
FORCEINLINE unsigned int CMeshBuilder::Color() const
|
|
{
|
|
return m_VertexBuilder.Color();
|
|
}
|
|
|
|
FORCEINLINE unsigned char *CMeshBuilder::Specular() const
|
|
{
|
|
return m_VertexBuilder.Specular();
|
|
}
|
|
|
|
FORCEINLINE const float* CMeshBuilder::TexCoord( int nStage ) const
|
|
{
|
|
return m_VertexBuilder.TexCoord( nStage );
|
|
}
|
|
|
|
FORCEINLINE const float* CMeshBuilder::TangentS() const
|
|
{
|
|
return m_VertexBuilder.TangentS();
|
|
}
|
|
|
|
FORCEINLINE const float* CMeshBuilder::TangentT() const
|
|
{
|
|
return m_VertexBuilder.TangentT();
|
|
}
|
|
|
|
FORCEINLINE float CMeshBuilder::Wrinkle() const
|
|
{
|
|
return m_VertexBuilder.Wrinkle();
|
|
}
|
|
|
|
FORCEINLINE const float* CMeshBuilder::BoneWeight() const
|
|
{
|
|
return m_VertexBuilder.BoneWeight();
|
|
}
|
|
|
|
FORCEINLINE int CMeshBuilder::NumBoneWeights() const
|
|
{
|
|
return m_VertexBuilder.NumBoneWeights();
|
|
}
|
|
|
|
FORCEINLINE unsigned short const* CMeshBuilder::Index() const
|
|
{
|
|
return m_IndexBuilder.Index();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Index
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::Index( unsigned short idx )
|
|
{
|
|
m_IndexBuilder.Index( idx );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fast Index! No need to call advance index
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::FastIndex( unsigned short idx )
|
|
{
|
|
m_IndexBuilder.FastIndex( idx );
|
|
}
|
|
|
|
// NOTE: Use this one to get write combining! Much faster than the other version of FastIndex
|
|
// Fast Index! No need to call advance index, and no random access allowed
|
|
FORCEINLINE void CMeshBuilder::FastIndex2( unsigned short nIndex1, unsigned short nIndex2 )
|
|
{
|
|
m_IndexBuilder.FastIndex2( nIndex1, nIndex2 );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::FastQuad( int nIndex )
|
|
{
|
|
m_IndexBuilder.FastQuad( nIndex );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// For use with the FastVertex methods, advances the current vertex by N
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::FastAdvanceNVertices( int nVertexCount )
|
|
{
|
|
m_VertexBuilder.FastAdvanceNVertices( nVertexCount );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Fast Vertex! No need to call advance vertex, and no random access allowed
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::FastVertex( const ModelVertexDX8_t &vertex )
|
|
{
|
|
m_VertexBuilder.FastVertex( vertex );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::FastVertexSSE( const ModelVertexDX8_t &vertex )
|
|
{
|
|
m_VertexBuilder.FastVertexSSE( vertex );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::FastQuadVertexSSE( const QuadTessVertex_t &vertex )
|
|
{
|
|
m_VertexBuilder.FastQuadVertexSSE( vertex );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Copies a vertex into the x360 format
|
|
//-----------------------------------------------------------------------------
|
|
#if defined( _X360 )
|
|
inline void CMeshBuilder::VertexDX8ToX360( const ModelVertexDX8_t &vertex )
|
|
{
|
|
m_VertexBuilder.VertexDX8ToX360( vertex );
|
|
}
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Vertex field setting methods
|
|
//-----------------------------------------------------------------------------
|
|
FORCEINLINE void CMeshBuilder::Position3f( float x, float y, float z )
|
|
{
|
|
m_VertexBuilder.Position3f( x, y, z );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Position3fv( const float *v )
|
|
{
|
|
m_VertexBuilder.Position3fv( v );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Normal3f( float nx, float ny, float nz )
|
|
{
|
|
m_VertexBuilder.Normal3f( nx, ny, nz );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Normal3fv( const float *n )
|
|
{
|
|
m_VertexBuilder.Normal3fv( n );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::NormalDelta3f( float nx, float ny, float nz )
|
|
{
|
|
m_VertexBuilder.NormalDelta3f( nx, ny, nz );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::NormalDelta3fv( const float *n )
|
|
{
|
|
m_VertexBuilder.NormalDelta3fv( n );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color3f( float r, float g, float b )
|
|
{
|
|
m_VertexBuilder.Color3f( r, g, b );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color3fv( const float *rgb )
|
|
{
|
|
m_VertexBuilder.Color3fv( rgb );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color4f( float r, float g, float b, float a )
|
|
{
|
|
m_VertexBuilder.Color4f( r, g ,b, a );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color4fv( const float *rgba )
|
|
{
|
|
m_VertexBuilder.Color4fv( rgba );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
m_VertexBuilder.Color3ub( r, g, b );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color3ubv( unsigned char const* rgb )
|
|
{
|
|
m_VertexBuilder.Color3ubv( rgb );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
m_VertexBuilder.Color4ub( r, g, b, a );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color4ubv( unsigned char const* rgba )
|
|
{
|
|
m_VertexBuilder.Color4ubv( rgba );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Color4Packed( int packedColor )
|
|
{
|
|
m_VertexBuilder.Color4Packed(packedColor);
|
|
}
|
|
|
|
FORCEINLINE int CMeshBuilder::PackColor4( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
return m_VertexBuilder.PackColor4(r,g,b,a);
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular3f( float r, float g, float b )
|
|
{
|
|
m_VertexBuilder.Specular3f( r, g, b );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular3fv( const float *rgb )
|
|
{
|
|
m_VertexBuilder.Specular3fv( rgb );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular4f( float r, float g, float b, float a )
|
|
{
|
|
m_VertexBuilder.Specular4f( r, g, b, a );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular4fv( const float *rgba )
|
|
{
|
|
m_VertexBuilder.Specular4fv( rgba );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular3ub( unsigned char r, unsigned char g, unsigned char b )
|
|
{
|
|
m_VertexBuilder.Specular3ub( r, g, b );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular3ubv( unsigned char const *c )
|
|
{
|
|
m_VertexBuilder.Specular3ubv( c );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular4ub( unsigned char r, unsigned char g, unsigned char b, unsigned char a )
|
|
{
|
|
m_VertexBuilder.Specular4ub( r, g, b, a );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Specular4ubv( unsigned char const *c )
|
|
{
|
|
m_VertexBuilder.Specular4ubv( c );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord1f( int nStage, float s )
|
|
{
|
|
m_VertexBuilder.TexCoord1f( nStage, s );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord2f( int nStage, float s, float t )
|
|
{
|
|
m_VertexBuilder.TexCoord2f( nStage, s, t );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord2fv( int nStage, const float *st )
|
|
{
|
|
m_VertexBuilder.TexCoord2fv( nStage, st );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord3f( int nStage, float s, float t, float u )
|
|
{
|
|
m_VertexBuilder.TexCoord3f( nStage, s, t, u );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord3fv( int nStage, const float *stu )
|
|
{
|
|
m_VertexBuilder.TexCoord3fv( nStage, stu );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord4f( int nStage, float s, float t, float u, float v )
|
|
{
|
|
m_VertexBuilder.TexCoord4f( nStage, s, t, u, v );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoord4fv( int nStage, const float *stuv )
|
|
{
|
|
m_VertexBuilder.TexCoord4fv( nStage, stuv );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoordSubRect2f( int nStage, float s, float t, float offsetS, float offsetT, float scaleS, float scaleT )
|
|
{
|
|
m_VertexBuilder.TexCoordSubRect2f( nStage, s, t, offsetS, offsetT, scaleS, scaleT );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TexCoordSubRect2fv( int nStage, const float *st, const float *offset, const float *scale )
|
|
{
|
|
m_VertexBuilder.TexCoordSubRect2fv( nStage, st, offset, scale );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TangentS3f( float sx, float sy, float sz )
|
|
{
|
|
m_VertexBuilder.TangentS3f( sx, sy, sz );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TangentS3fv( const float* s )
|
|
{
|
|
m_VertexBuilder.TangentS3fv( s );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TangentT3f( float tx, float ty, float tz )
|
|
{
|
|
m_VertexBuilder.TangentT3f( tx, ty, tz );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::TangentT3fv( const float* t )
|
|
{
|
|
m_VertexBuilder.TangentT3fv( t );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::Wrinkle1f( float flWrinkle )
|
|
{
|
|
m_VertexBuilder.Wrinkle1f( flWrinkle );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::BoneWeight( int nIndex, float flWeight )
|
|
{
|
|
m_VertexBuilder.BoneWeight( nIndex, flWeight );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::BoneWeights2( float weight1, float weight2 )
|
|
{
|
|
m_VertexBuilder.BoneWeights2( weight1, weight2 );
|
|
}
|
|
|
|
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedBoneWeight3fv( const float * pWeights )
|
|
{
|
|
m_VertexBuilder.CompressedBoneWeight3fv<T>( pWeights );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::BoneMatrix( int nIndex, int nMatrixIdx )
|
|
{
|
|
m_VertexBuilder.BoneMatrix( nIndex, nMatrixIdx );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::BoneMatrices4( int matrixIdx0, int matrixIdx1, int matrixIdx2, int matrixIdx3 )
|
|
{
|
|
m_VertexBuilder.BoneMatrices4( matrixIdx0, matrixIdx1, matrixIdx2, matrixIdx3 );
|
|
}
|
|
|
|
FORCEINLINE void CMeshBuilder::UserData( const float* pData )
|
|
{
|
|
m_VertexBuilder.UserData( pData );
|
|
}
|
|
|
|
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedUserData( const float* pData )
|
|
{
|
|
m_VertexBuilder.CompressedUserData<T>( pData );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Templatized vertex field setting methods which support compression
|
|
//-----------------------------------------------------------------------------
|
|
|
|
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedNormal3f( float nx, float ny, float nz )
|
|
{
|
|
m_VertexBuilder.CompressedNormal3f<T>( nx, ny, nz );
|
|
}
|
|
|
|
template <VertexCompressionType_t T> FORCEINLINE void CMeshBuilder::CompressedNormal3fv( const float *n )
|
|
{
|
|
m_VertexBuilder.CompressedNormal3fv<T>( n );
|
|
}
|
|
|
|
#endif // IMESH_H
|