6e8fbca745
match the genesis editor version 1.3.0.653.
335 lines
11 KiB
C++
335 lines
11 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 "serialization/serialize.h"
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#include "rendersystem/base/VertexComponent.h"
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#include "meshbuilder/parallelogrambuilder.h"
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#include "graphicsystem/base/GraphicBufferData.h"
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#include "graphicsystem/GraphicSystem.h"
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#include "resource/resinfo.h"
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#include "foundation/math/intersection.h"
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#include "spritemesh.h"
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#include "spritevertex.h"
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#include "spriteblock.h"
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#include "spriteimage.h"
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#include "spritepackage.h"
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namespace Sprite
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{
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using namespace Math;
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class _sprite_vertex
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{
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public:
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float3 position; //
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float2 tex_uv;
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static const SizeT vertex_bias_in_byte = 0;
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//static const SizeT normal_bias_in_byte = sizeof(float3);
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static const Util::Array<RenderBase::VertexComponent>& GetVertexComponents()
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{
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if (0 == sVertexComponents.Size())
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{
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sVertexComponents.Append(RenderBase::VertexComponent(RenderBase::VertexComponent::Position,0, RenderBase::VertexComponent::Float3));
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sVertexComponents.Append(RenderBase::VertexComponent(RenderBase::VertexComponent::TexCoord,0, RenderBase::VertexComponent::Float2));
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}
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return sVertexComponents;
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}
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private:
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static Util::Array<RenderBase::VertexComponent> sVertexComponents;
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};
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Util::Array<RenderBase::VertexComponent> _sprite_vertex::sVertexComponents;
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template<typename Vertex>
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inline void _setupVertexIndex(Graphic::VertexBufferData2& vbd2, SizeT vertex_count, Graphic::IndexBufferData2& ibd2, SizeT index_count, bool dynamic_vertex)
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{
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vbd2.Setup(vertex_count, sizeof(Vertex),
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dynamic_vertex ? RenderBase::BufferData::Dynamic : RenderBase::BufferData::Static,
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RenderBase::PrimitiveTopology::TriangleList, true);
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ibd2.Setup(index_count, RenderBase::BufferData::Static, RenderBase::IndexBufferData::Int16, true);
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}
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const uint SpriteMesh::sVersion = 1;
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const uint SpriteRectMesh::sVersion = 1;
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#define DEFINE_SERIAL_ITEM_NAME(name) static const char* g##name##Tag = #name
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DEFINE_SERIAL_ITEM_NAME(Name);
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DEFINE_SERIAL_ITEM_NAME(Version);
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DEFINE_SERIAL_ITEM_NAME(PixelPerUnit);//int mPixelPerUnit;
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DEFINE_SERIAL_ITEM_NAME(Rotation);//Math::quaternion mRotation;
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__ImplementClass(SpriteMesh,'SPME',SpriteObject);
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SpriteMesh::~SpriteMesh()
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{
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}
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SpriteMesh::SpriteMesh()
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:mMark(ArgNone)
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{
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}
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SpriteMesh::SpriteMesh(Arguments mark)
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:mMark(mark)
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{
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}
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void SpriteMesh::Save(GPtr<Serialization::SerializeWriter>& pWriter) const
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{
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pWriter->SerializeVersion(sVersion);
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__SaveSuper(pWriter);
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pWriter->SerializeString(gNameTag, mName);
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}
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void SpriteMesh::Load(const GPtr<Serialization::SerializeReader>& pReader)
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{
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Serialization::SVersion version;
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pReader->SerializeVersion(version);
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__LoadSuper(pReader);
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pReader->SerializeString(gNameTag, mName);
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}
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void SpriteMesh::CopyFrom(const GPtr<SpriteObject>& obj)
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{
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Super::CopyFrom(obj);
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GPtr<SpriteMesh> sub = obj.downcast<SpriteMesh>();
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mMark = sub->mMark;
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mName = sub->mName;
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}
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Math::bbox SpriteMesh::CreateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block)
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{
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/// empty.
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return Math::bbox::Zero;
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}
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Math::bbox SpriteMesh::UpdateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block)
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{
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/// empty.
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return Math::bbox::Zero;
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}
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__ImplementClass(SpriteRectMesh,'SRME',SpriteMesh);
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SpriteRectMesh::SpriteRectMesh()
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:Super(Super::ArgBlock)
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,mPixelPerUnit(32.0f) ///hack code yuan qing guo
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{
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}
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SpriteRectMesh::~SpriteRectMesh()
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{
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}
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void SpriteRectMesh::Save(GPtr<Serialization::SerializeWriter>& pWriter) const
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{
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pWriter->SerializeVersion(sVersion);
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__SaveSuper(pWriter);
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pWriter->SerializeFloat(gPixelPerUnitTag, mPixelPerUnit);
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pWriter->SerializeQuaternion(gRotationTag, mRotation);
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}
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void SpriteRectMesh::Load(const GPtr<Serialization::SerializeReader>& pReader)
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{
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Serialization::SVersion version;
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pReader->SerializeVersion(version);
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__LoadSuper(pReader);
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pReader->SerializeFloat(gPixelPerUnitTag, mPixelPerUnit);
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pReader->SerializeQuaternion(gRotationTag, mRotation);
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}
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void SpriteRectMesh::SetPixelPerUnit(float value)
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{
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mPixelPerUnit = value;
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__SPRITE_OBJECT_CHANGE__
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__SPRITE_CHANGE__
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}
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void SpriteRectMesh::CopyFrom(const GPtr<SpriteObject>& obj)
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{
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Super::CopyFrom(obj);
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GPtr<SpriteRectMesh> sub = obj.downcast<SpriteRectMesh>();
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mPixelPerUnit = sub->mPixelPerUnit;
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mRotation = sub->mRotation;
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mVertexTemplate.Clear();
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}
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Math::bbox SpriteRectMesh::CreateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block)
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{
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if (0 == mVertexTemplate.GetSize())
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{
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buildVertexTemplate();
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}
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SizeT vertex_count = RECT_VERTEX_COUNT;
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SizeT index_count = RECT_INDICES_COUNT;
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Graphic::VertexBufferData2 vbd2;
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Graphic::IndexBufferData2 ibd2;
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_setupVertexIndex<_sprite_vertex>(vbd2, vertex_count, ibd2, index_count, true);
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_sprite_vertex* vertices = vbd2.GetBufferPtr<_sprite_vertex>();//_SimpleVertex vertices[RECT_VERTEX_COUNT];
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vbd2.GetVertexComponents() = _sprite_vertex::GetVertexComponents();
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bbox box = setVertexByTemplate(vertices, image, block);
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ushort* indices = ibd2.GetBufferPtr<ushort>();//ushort indices[RECT_INDICES_COUNT];
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MeshBuilder::ParallelogramBuilder::SetIndices(indices);
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RenderBase::PrimitiveHandle handle = Graphic::GraphicSystem::Instance()->CreatePrimitiveHandle(&vbd2, &ibd2);
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sv.Setup(handle, vertex_count, index_count);
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return box;
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}
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Math::bbox SpriteRectMesh::UpdateVertex(SpriteVertexUnit& sv, const GPtr<SpriteImage> image, const GPtr<SpriteBlock>& block)
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{
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if (0 == mVertexTemplate.GetSize())
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{
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buildVertexTemplate();
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}
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Graphic::DynamicBuffer dvb;
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dvb.SetSize(RECT_VERTEX_COUNT * sizeof(_sprite_vertex));
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_sprite_vertex* vertices = dvb.GetBufferPtr<_sprite_vertex>();//_SimpleVertex vertices[RECT_VERTEX_COUNT];
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bbox box = setVertexByTemplate(vertices, image, block);
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RenderBase::PrimitiveHandle handle = sv.GetHandle();
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Graphic::GraphicSystem::Instance()->UpdatePrimitiveHandle(handle, &dvb, NULL);
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return box;
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}
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void SpriteRectMesh::buildVertexTemplate() const
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{
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SizeT vertex_count = RECT_VERTEX_COUNT;
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mVertexTemplate.Resize(vertex_count * sizeof(_vertex_template));
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_vertex_template* vertices = mVertexTemplate.As<_vertex_template>();
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float3 top(0.0f, 0.5f, 0.0f);
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float3 right( 0.5f, 0.0f, 0.0f);
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float3 origin(0.5f, 0.5f, 0.0f);
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MeshBuilder::ParallelogramBuilder::Set(vertices, top, right, origin, 0);
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//if(mRotation != quaternion::identity())
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//{
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// matrix44 tran = matrix44::rotationquaternion(mRotation);
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// MeshBuilder::TransformPositions(vertices, vertex_count, sizeof(_vertex_template), 0, tran);
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// MeshBuilder::TransformNormals(vertices, vertex_count, sizeof(_vertex_template), _vertex_template::normal_bias_in_byte, tran);
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//}
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}
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inline float3 __set_position(const float3& t_pos, const sizef& rect_size, const float2& anchor)
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{
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return float3((t_pos.x() - anchor.x()) * rect_size.width, (t_pos.y() - anchor.y()) * rect_size.height, t_pos.z());
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}
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Math::bbox SpriteRectMesh::setVertexByTemplate(_sprite_vertex* vertices, const GPtr<SpriteImage>& image, const GPtr<SpriteBlock>& block)
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{
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_vertex_template* v_template = mVertexTemplate.As<_vertex_template>();
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sizef rect_size = block->GetSize() * (image->GetPixelSize() / mPixelPerUnit);
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const float2& anchor = block->GetAnchor();
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vertices[0].position = mVertexBuffer[0] = __set_position(v_template[0].pos, rect_size, anchor);
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vertices[1].position = mVertexBuffer[1] = __set_position(v_template[1].pos, rect_size, anchor);
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vertices[2].position = mVertexBuffer[2] = __set_position(v_template[2].pos, rect_size, anchor);
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vertices[3].position = mVertexBuffer[3] = __set_position(v_template[3].pos, rect_size, anchor);
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if(mRotation != quaternion::identity())
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{
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matrix44 tran = matrix44::rotationquaternion(mRotation);
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MeshBuilder::TransformPositions(vertices, RECT_VERTEX_COUNT, sizeof(_vertex_template), 0, tran);
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}
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bbox box;
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box.begin_extend();
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box.extend(point(vertices[0].position.x(), vertices[0].position.y(), vertices[0].position.z()));
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box.extend(point(vertices[1].position.x(), vertices[1].position.y(), vertices[1].position.z()));
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box.extend(point(vertices[2].position.x(), vertices[2].position.y(), vertices[2].position.z()));
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box.extend(point(vertices[3].position.x(), vertices[3].position.y(), vertices[3].position.z()));
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box.end_extend();
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const sizef& size = block->GetSize();
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const point2df& pointMin = block->GetPoint();
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point2df pointMax = point2df(pointMin.left + size.width, pointMin.top + size.height);
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vertices[0].tex_uv = float2(pointMin.left, pointMin.top);
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vertices[1].tex_uv = float2(pointMax.left, pointMin.top);
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vertices[2].tex_uv = float2(pointMin.left, pointMax.top);
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vertices[3].tex_uv = float2(pointMax.left, pointMax.top);
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mIndicBuffer[0] = 0;
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mIndicBuffer[1] = 1;
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mIndicBuffer[2] = 2;
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mIndicBuffer[3] = 1;
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mIndicBuffer[4] = 3;
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mIndicBuffer[5] = 2;
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return box;
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}
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bool SpriteRectMesh::Intersect( const Math::Ray& localRay, Math::scalar& fout, scalar fTolerance /*= N_TINY*/ )
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{
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if (0 == mVertexTemplate.GetSize())
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{
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return false;
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}
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bool isPicked = false;
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for ( IndexT i = 0; i < 6;)
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{
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scalar f;
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ushort index0 = mIndicBuffer[i];
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ushort index1 = mIndicBuffer[i+1];
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ushort index2 = mIndicBuffer[i+2];
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float3 p1(mVertexBuffer[index0].x(), mVertexBuffer[index0].y(), mVertexBuffer[index0].z());
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float3 p2(mVertexBuffer[index1].x(), mVertexBuffer[index1].y(), mVertexBuffer[index1].z());
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float3 p3(mVertexBuffer[index2].x(), mVertexBuffer[index2].y(), mVertexBuffer[index2].z());
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if ( Math::Intersection::Intersect(localRay, p1, p2, p3, f, fTolerance ) )
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{
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isPicked = true;
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fout = (f < fout ? f : fout);
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}
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i += 3;
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}
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return isPicked;
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}
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} |