librw/src/gl/gl3skin.cpp

352 lines
7.4 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>
#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 <GL/glew.h>
#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;
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<<n)){
for(a = attribs; a->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);
}
#ifdef RW_GL_USE_VAOS
glBindVertexArray(header->vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
#endif
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
glBufferData(GL_ARRAY_BUFFER, header->totalNumVertex*attribs[0].stride,
header->vertexBuffer, GL_STATIC_DRAW);
#ifdef RW_GL_USE_VAOS
setAttribPointers(header->attribDesc, header->numAttribs);
glBindVertexArray(0);
#endif
}
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);
Matrix *m = (Matrix*)skinMatrices;
HAnimHierarchy *hier = Skin::getHierarchy(a);
if(hier){
Matrix *invMats = (Matrix*)skin->inverseMatrices;
Matrix tmp;
assert(skin->numBones == hier->numNodes);
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++;
}
}
}else{
for(i = 0; i < skin->numBones; i++){
m->setIdentity();
m++;
}
}
glUniformMatrix4fv(U(u_boneMatrices), 64, GL_FALSE,
(GLfloat*)skinMatrices);
}
void
skinRenderCB(Atomic *atomic, InstanceDataHeader *header)
{
Material *m;
setWorldMatrix(atomic->getFrame()->getLTM());
lightingCB(atomic);
#ifdef RW_GL_USE_VAOS
glBindVertexArray(header->vao);
#else
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, header->ibo);
glBindBuffer(GL_ARRAY_BUFFER, header->vbo);
setAttribPointers(header->attribDesc, header->numAttribs);
#endif
InstanceData *inst = header->inst;
int32 n = header->numMeshes;
skinShader->use();
uploadSkinMatrices(atomic);
while(n--){
m = inst->material;
setMaterial(m->color, m->surfaceProps);
setTexture(0, m->texture);
rw::SetRenderState(VERTEXALPHA, inst->vertexAlpha || m->color.alpha != 0xFF);
drawInst(header, inst);
inst++;
}
#ifndef RW_GL_USE_VAOS
disableAttribPointers(header->attribDesc, header->numAttribs);
#endif
}
static void*
skinOpen(void *o, int32, int32)
{
skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
#include "shaders/simple_fs_gl.inc"
#include "shaders/skin_gl.inc"
const char *vs[] = { shaderDecl, header_vert_src, skin_vert_src, nil };
const char *fs[] = { shaderDecl, header_frag_src, simple_frag_src, nil };
skinShader = Shader::create(vs, fs);
assert(skinShader);
return o;
}
static void*
skinClose(void *o, int32, int32)
{
((ObjPipeline*)skinGlobals.pipelines[PLATFORM_GL3])->destroy();
skinGlobals.pipelines[PLATFORM_GL3] = nil;
skinShader->destroy();
skinShader = nil;
return o;
}
void
initSkin(void)
{
u_boneMatrices = registerUniform("u_boneMatrices");
Driver::registerPlugin(PLATFORM_GL3, 0, ID_SKIN,
skinOpen, skinClose);
}
ObjPipeline*
makeSkinPipeline(void)
{
ObjPipeline *pipe = ObjPipeline::create();
pipe->instanceCB = skinInstanceCB;
pipe->uninstanceCB = skinUninstanceCB;
pipe->renderCB = skinRenderCB;
pipe->pluginID = ID_SKIN;
pipe->pluginData = 1;
return pipe;
}
#else
void initSkin(void) { }
#endif
}
}