#include #include #include #include #include "../rwbase.h" #include "../rwerror.h" #include "../rwplg.h" #include "../rwrender.h" #include "../rwengine.h" #include "../rwpipeline.h" #include "../rwobjects.h" #include "../rwanim.h" #include "../rwplugins.h" #ifdef RW_OPENGL #include #endif #include "rwgl3.h" #include "rwgl3shader.h" #include "rwgl3plg.h" #include "rwgl3impl.h" namespace rw { namespace gl3 { #ifdef RW_OPENGL #define U(i) currentShader->uniformLocations[i] static Shader *skinShader; static int32 u_boneMatrices; static void* skinOpen(void *o, int32, int32) { u_boneMatrices = registerUniform("u_boneMatrices"); skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline(); #include "shaders/simple_fs_gl3.inc" #include "shaders/skin_gl3.inc" const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil }; const char *fs[] = { shaderDecl, simple_frag_src, nil }; skinShader = Shader::create(vs, fs); assert(skinShader); return o; } static void* skinClose(void *o, int32, int32) { return o; } void initSkin(void) { Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN, skinOpen, skinClose); } enum { ATTRIB_WEIGHTS = ATTRIB_TEXCOORDS7+1, ATTRIB_INDICES }; void skinInstanceCB(Geometry *geo, InstanceDataHeader *header, bool32 reinstance) { AttribDesc *attribs, *a; bool isPrelit = !!(geo->flags & Geometry::PRELIT); bool hasNormals = !!(geo->flags & Geometry::NORMALS); if(!reinstance){ AttribDesc tmpAttribs[14]; uint32 stride; // // Create attribute descriptions // a = tmpAttribs; stride = 0; // Positions a->index = ATTRIB_POS; a->size = 3; a->type = GL_FLOAT; a->normalized = GL_FALSE; a->offset = stride; stride += 12; a++; // Normals // TODO: compress if(hasNormals){ a->index = ATTRIB_NORMAL; a->size = 3; a->type = GL_FLOAT; a->normalized = GL_FALSE; a->offset = stride; stride += 12; a++; } // Prelighting if(isPrelit){ a->index = ATTRIB_COLOR; a->size = 4; a->type = GL_UNSIGNED_BYTE; a->normalized = GL_TRUE; a->offset = stride; stride += 4; a++; } // Texture coordinates for(int32 n = 0; n < geo->numTexCoordSets; n++){ a->index = ATTRIB_TEXCOORDS0+n; a->size = 2; a->type = GL_FLOAT; a->normalized = GL_FALSE; a->offset = stride; stride += 8; a++; } // Weights a->index = ATTRIB_WEIGHTS; a->size = 4; a->type = GL_FLOAT; a->normalized = GL_FALSE; a->offset = stride; stride += 16; a++; // Indices a->index = ATTRIB_INDICES; a->size = 4; a->type = GL_UNSIGNED_BYTE; a->normalized = GL_FALSE; a->offset = stride; stride += 4; a++; header->numAttribs = a - tmpAttribs; for(a = tmpAttribs; a != &tmpAttribs[header->numAttribs]; a++) a->stride = stride; header->attribDesc = rwNewT(AttribDesc, header->numAttribs, MEMDUR_EVENT | ID_GEOMETRY); memcpy(header->attribDesc, tmpAttribs, header->numAttribs*sizeof(AttribDesc)); // // Allocate vertex buffer // header->vertexBuffer = rwNewT(uint8, header->totalNumVertex*stride, MEMDUR_EVENT | ID_GEOMETRY); assert(header->vbo == 0); glGenBuffers(1, &header->vbo); } Skin *skin = Skin::get(geo); attribs = header->attribDesc; // // Fill vertex buffer // uint8 *verts = header->vertexBuffer; // Positions if(!reinstance || geo->lockedSinceInst&Geometry::LOCKVERTICES){ for(a = attribs; a->index != ATTRIB_POS; a++) ; instV3d(VERT_FLOAT3, verts + a->offset, geo->morphTargets[0].vertices, header->totalNumVertex, a->stride); } // Normals if(hasNormals && (!reinstance || geo->lockedSinceInst&Geometry::LOCKNORMALS)){ for(a = attribs; a->index != ATTRIB_NORMAL; a++) ; instV3d(VERT_FLOAT3, verts + a->offset, geo->morphTargets[0].normals, header->totalNumVertex, a->stride); } // Prelighting if(isPrelit && (!reinstance || geo->lockedSinceInst&Geometry::LOCKPRELIGHT)){ for(a = attribs; a->index != ATTRIB_COLOR; a++) ; instColor(VERT_RGBA, verts + a->offset, geo->colors, header->totalNumVertex, a->stride); } // Texture coordinates for(int32 n = 0; n < geo->numTexCoordSets; n++){ if(!reinstance || geo->lockedSinceInst&(Geometry::LOCKTEXCOORDS<index != ATTRIB_TEXCOORDS0+n; a++) ; instTexCoords(VERT_FLOAT2, verts + a->offset, geo->texCoords[n], header->totalNumVertex, a->stride); } } // Weights if(!reinstance){ for(a = attribs; a->index != ATTRIB_WEIGHTS; a++) ; float *w = skin->weights; instV4d(VERT_FLOAT4, verts + a->offset, (V4d*)w, header->totalNumVertex, a->stride); } // Indices if(!reinstance){ for(a = attribs; a->index != ATTRIB_INDICES; a++) ; // not really colors of course but what the heck instColor(VERT_RGBA, verts + a->offset, (RGBA*)skin->indices, header->totalNumVertex, a->stride); } glBindBuffer(GL_ARRAY_BUFFER, header->vbo); glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride, header->vertexBuffer, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); } void skinUninstanceCB(Geometry *geo, InstanceDataHeader *header) { assert(0 && "can't uninstance"); } static float skinMatrices[64*16]; void uploadSkinMatrices(Atomic *a) { int i; Skin *skin = Skin::get(a->geometry); HAnimHierarchy *hier = Skin::getHierarchy(a); Matrix *invMats = (Matrix*)skin->inverseMatrices; Matrix tmp; Matrix *m = (Matrix*)skinMatrices; if(hier->flags & HAnimHierarchy::LOCALSPACEMATRICES){ for(i = 0; i < hier->numNodes; i++){ invMats[i].flags = 0; Matrix::mult(m, &invMats[i], &hier->matrices[i]); m++; } }else{ Matrix invAtmMat; Matrix::invert(&invAtmMat, a->getFrame()->getLTM()); for(i = 0; i < hier->numNodes; i++){ invMats[i].flags = 0; Matrix::mult(&tmp, &hier->matrices[i], &invAtmMat); Matrix::mult(m, &invMats[i], &tmp); m++; } } glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE, (GLfloat*)skinMatrices); } void skinRenderCB(Atomic *atomic, InstanceDataHeader *header) { Material *m; RGBAf col; GLfloat surfProps[4]; setWorldMatrix(atomic->getFrame()->getLTM()); lightingCB(atomic); glBindBuffer(GL_ARRAY_BUFFER, header->vbo); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo); setAttribPointers(header->attribDesc, header->numAttribs); InstanceData *inst = header->inst; int32 n = header->numMeshes; skinShader->use(); uploadSkinMatrices(atomic); while(n--){ m = inst->material; convColor(&col, &m->color); glUniform4fv(U(u_matColor), 1, (GLfloat*)&col); surfProps[0] = m->surfaceProps.ambient; surfProps[1] = m->surfaceProps.specular; surfProps[2] = m->surfaceProps.diffuse; surfProps[3] = 0.0f; glUniform4fv(U(u_surfProps), 1, surfProps); setTexture(0, m->texture); rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF); drawInst(header, inst); inst++; } disableAttribPointers(header->attribDesc, header->numAttribs); } ObjPipeline* makeSkinPipeline(void) { ObjPipeline *pipe = new ObjPipeline(PLATFORM_GL3); pipe->instanceCB = skinInstanceCB; pipe->uninstanceCB = skinUninstanceCB; pipe->renderCB = skinRenderCB; pipe->pluginID = ID_SKIN; pipe->pluginData = 1; return pipe; } #else void initSkin(void) { } #endif } }