6e8fbca745
match the genesis editor version 1.3.0.653.
213 lines
5.5 KiB
C++
213 lines
5.5 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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#ifndef _SKINNEDRENDERABLE_H_
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#define _SKINNEDRENDERABLE_H_
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#include "app/graphicfeature/components/apprenderable.h"
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#include "resource/resource.h"
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namespace App
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{
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typedef Util::Array<Math::matrix44> DrawMatrices;
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typedef DrawMatrices* DrawMatricesPtr;
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typedef Util::Array<uchar> AffectedBones;
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typedef Util::FixedArray<Math::matrix44> AffectedTransform;
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class SkinnedRenderable : public AppRenderable
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{
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public:
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enum RegIndex
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{
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UnkownIndex = -1
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};
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SkinnedRenderable();
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~SkinnedRenderable();
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void SetAffectedBones(const AffectedBones& bonesArray);
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const Util::Array<uchar>& GetAffectedBonesIndex() const;
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void UpdateRegIndexOfAffected();
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SizeT GetAffectedBonesCount() const;
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void SetFinalMatrix(int index, const Math::matrix44& finalTrans);
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void ResetFinalMatrix(SizeT size);
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void SetHWSkinning(bool enable);
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const bool HasUseHWSkinning() const;
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void Reserve(SizeT size);
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const IndexT& GetBoneIndexRemap(IndexT index) const;
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void SetBuildBoneRemap(bool enable);
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const bool HasBuildBoneRemap() const;
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void BuildBoneRemap();
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//Used when multiple render in one frame, e.g particle's skin animation
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void SetDrawMats(DrawMatricesPtr ptrMatrixArray);
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DrawMatricesPtr GetDrawMats(void) const;
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void SetUseDrawMats(bool bset);
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bool UseDrawMats() const;
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int GetRegIndexOfAffected(IndexT iPass,IndexT shaderMask) const;
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const AffectedTransform& GetAffectedTransform() const;
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//friend class SkinnedRenderObject;
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protected:
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typedef Util::Dictionary<IndexT, IndexT> BoneIndexRemap;
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AffectedBones m_AffectedBones;
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AffectedTransform m_AffectedTrans;
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BoneIndexRemap m_BoneIndexRemap;
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// matrix data used when multiple render in one frame
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DrawMatricesPtr m_DrawMats;
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//True when use hardware, false when use software
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bool m_bUseHWSkinning;
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bool m_bHasBuildRemap;
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// is or not use the matrix which used when multiple render in one frame
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bool m_IsUseDrawMats;
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//the number i Pass's Register index
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Util::Dictionary<IndexT, Util::Dictionary<IndexT, IndexT> > m_RegIndexOfAffected;
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Resources::ResourceId m_LastShaderID;
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};
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inline void SkinnedRenderable::SetAffectedBones(const AffectedBones& bonesArray)
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{
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m_AffectedBones = bonesArray;
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}
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inline const Util::Array<uchar>& SkinnedRenderable::GetAffectedBonesIndex() const
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{
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return m_AffectedBones;
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}
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inline SizeT SkinnedRenderable::GetAffectedBonesCount() const
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{
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return m_AffectedBones.Size();
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}
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inline void SkinnedRenderable::SetFinalMatrix(int index, const Math::matrix44& finalTrans)
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{
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m_AffectedTrans[index] = finalTrans;
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}
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inline void SkinnedRenderable::SetHWSkinning(bool enable)
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{
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m_bUseHWSkinning = enable;
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}
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inline const bool SkinnedRenderable::HasUseHWSkinning() const
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{
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return m_bUseHWSkinning;
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}
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inline void SkinnedRenderable::Reserve(SizeT size)
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{
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if (size != m_AffectedTrans.Size())
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{
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m_AffectedTrans.Resize(size);
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}
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}
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inline const IndexT& SkinnedRenderable::GetBoneIndexRemap(IndexT index) const
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{
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return m_BoneIndexRemap[index];
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}
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inline void SkinnedRenderable::SetBuildBoneRemap(bool enable)
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{
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m_bHasBuildRemap = enable;
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}
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inline const bool SkinnedRenderable::HasBuildBoneRemap() const
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{
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return m_bHasBuildRemap;
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}
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inline void SkinnedRenderable::BuildBoneRemap()
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{
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for (IndexT i = 0; i<m_AffectedBones.Size(); ++i)
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{
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m_BoneIndexRemap.Add(i, (IndexT)m_AffectedBones[i]);
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}
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}
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inline void SkinnedRenderable::SetDrawMats(DrawMatricesPtr ptrMatrixArray)
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{
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m_DrawMats = ptrMatrixArray;
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m_IsUseDrawMats = true;
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}
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inline DrawMatricesPtr SkinnedRenderable::GetDrawMats(void) const
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{
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return m_DrawMats;
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}
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inline void SkinnedRenderable::SetUseDrawMats(bool bset)
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{
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m_IsUseDrawMats = bset;
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}
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inline int SkinnedRenderable::GetRegIndexOfAffected(IndexT iPass,IndexT shaderMask) const
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{
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if(iPass>=0 && iPass < m_RegIndexOfAffected.Size())
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{
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IndexT keyIdx = m_RegIndexOfAffected[iPass].FindIndex(shaderMask);
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return (keyIdx == InvalidIndex)?InvalidIndex:m_RegIndexOfAffected[iPass].ValueAtIndex(keyIdx);
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}
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else
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{
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return InvalidIndex;
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}
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}
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inline const AffectedTransform& SkinnedRenderable::GetAffectedTransform() const
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{
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return m_AffectedTrans;
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}
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inline bool SkinnedRenderable::UseDrawMats() const
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{
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return m_IsUseDrawMats;
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}
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}
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#endif //_SKINNEDRENDERABLE_H_
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