6e8fbca745
match the genesis editor version 1.3.0.653.
195 lines
6.0 KiB
C++
195 lines
6.0 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "stdneb.h"
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#include "vegetation/GrassInstanceMap.h"
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#include "vegetation/VegetationObejct.h"
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namespace Vegetation
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{
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using namespace RenderBase;
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using namespace Math;
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__ImplementClass( Vegetation::GrassInstanceMap, 'VGIM', Vegetation::VegeInstanceMap);
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GrassInstanceMap::GrassInstanceMap():VegeInstanceMap()
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{
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mRenderMode = eBillboard;
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//m_Name = Util::String("GrassInstanceMap");
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}
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//------------------------------------------------------------------------
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GrassInstanceMap::~GrassInstanceMap()
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{
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}
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//------------------------------------------------------------------------
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bool GrassInstanceMap::BuildPrimitive()
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{
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//if use shaderInstancing
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if (m_bHWInstancing)
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{
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m_nInstUsingCount = 1;
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m_nVertLimitCount = 1;
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}
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else
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{
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m_nInstUsingCount = mInstances.Size();
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if ( m_nInstUsingCount > g_nNumBatchInstance)
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{
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m_nVertLimitCount = g_nNumBatchInstance;
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}
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else
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m_nVertLimitCount = m_nInstUsingCount;
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}
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Graphic::VertexBufferData2 vbd2;
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Graphic::IndexBufferData2 ibd2;
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RenderBase::VertexComponents& vertexComponents = vbd2.GetVertexComponents();
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BuildVertexComponents(GPtr<Resources::MeshRes>());
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vertexComponents = m_vVerDeclare;
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// copy vbo & ibo
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SizeT numVertex = g_VertexCount * m_nVertLimitCount;
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SizeT numIndex = m_nInstUsingCount * g_IndexCount;
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SizeT indexSizeInByte = numIndex * RenderBase::IndexBufferData::SizeOf(RenderBase::IndexBufferData::Int16);
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vbd2.Setup(numVertex, sizeof(VEGE_VERTEX_INSTANCE), RenderBase::BufferData::Static, RenderBase::PrimitiveTopology::TriangleList, true);
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ibd2.Setup(numIndex, RenderBase::BufferData::Static, RenderBase::IndexBufferData::Int16, true);
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mVegeObject->GetVertices().Resize(numVertex);
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mVegeObject->GetIndices().Resize(indexSizeInByte);
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ushort* indices = (ushort*)&(mVegeObject->GetIndices()[0]);
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VEGE_VERTEX_INSTANCE* instanceVertex = &(mVegeObject->GetVertices()[0]);
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for (SizeT si = 0; si < m_nInstUsingCount; ++si)
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{
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//TODO : Transform vertex wave
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if ( si < g_nNumBatchInstance )
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{
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_GenerateVertex(instanceVertex, si);
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_GenerateIndices(indices, si);
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instanceVertex += g_VertexCount;
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indices += g_IndexCount;
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}
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else
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{
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SizeT curIndex = si % g_nNumBatchInstance;
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_GenerateIndices(indices, curIndex);
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indices += g_IndexCount;
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}
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//_GenerateIndices(indices, curIndex);
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}
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vbd2.SetVertices(&mVegeObject->GetVertices()[0], numVertex);
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ibd2.SetIndices(&mVegeObject->GetIndices()[0], numIndex);
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RenderBase::PrimitiveHandle handle = Graphic::GraphicSystem::Instance()->CreatePrimitiveHandle(&vbd2, &ibd2);
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RenderBase::PrimitiveHandle& old = mVegeObject->GetPrimHandle();
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if (old.IsValid())
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{
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Graphic::GraphicSystem::Instance()->RemovePrimitive(old);
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}
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mVegeObject->SetPrimHandle(handle);
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SetDirty(false);
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return true;
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}
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//------------------------------------------------------------------------
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void GrassInstanceMap::_GenerateVertex(VEGE_VERTEX_INSTANCE* vertext, IndexT instIndex)
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{
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float u0 = 0.0f;
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float u1 = 1.0f;
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float v0 = 0.0f;
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float v1 = 1.0f;
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Math::Color32 defClr(255,255,255,255);
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Math::scalar fIndex = (Math::scalar)instIndex;
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Math::scalar fWave = Math::n_rand(0.5f, 1.0f);
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vertext[0].pos = Math::float3(-1.0f , 2.0f, 0)/* * mInstances[instIndex].scale*/;
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vertext[0].color.Set(defClr);
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vertext[0].uv.set( u0, v0 );
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vertext[0].index = Math::float2(fIndex, fWave);
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vertext[1].pos = Math::float3(-1.0f , 0.0f, 0);
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vertext[1].color.Set(defClr);
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vertext[1].uv.set( u0, v1 );
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vertext[1].index = Math::float2(fIndex, 0.f);
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vertext[2].pos = Math::float3(1.0f , 0.0f, 0);
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vertext[2].color.Set(defClr);
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vertext[2].uv.set( u1, v1 );
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vertext[2].index = Math::float2(fIndex, 0.f);
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vertext[3].pos = Math::float3(1.0f , 2.0f, 0);
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vertext[3].color.Set(defClr);
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vertext[3].uv.set( u1, v0 );
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vertext[3].index = Math::float2(fIndex, fWave);
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Math::float3 normal = Math::float3::normalize(vertext[1].pos - vertext[0].pos);
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normal = normal.crossProduct( Math::float3::normalize(vertext[1].pos - vertext[2].pos) );
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normal = Math::float3::normalize( normal );
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vertext[0].normal = normal;
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vertext[1].normal = normal;
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vertext[2].normal = normal;
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vertext[3].normal = normal;
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}
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void GrassInstanceMap::_GenerateIndices(ushort* indices, IndexT instIndex)
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{
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IndexT curVertIndex = instIndex * g_VertexCount;
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indices[0] = curVertIndex;
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indices[1] = curVertIndex + 1;
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indices[2] = curVertIndex + 2;
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indices[3] = curVertIndex + 2;
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indices[4] = curVertIndex + 3;
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indices[5] = curVertIndex;
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}
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//------------------------------------------------------------------------
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void GrassInstanceMap::Update()
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{
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if ( !mVegeObject || mInstances.IsEmpty())
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return;
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if ( m_bInstDirty )
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{
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BuildPrimitive();
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}
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}
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} |