You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

788 lines
19 KiB

/*==LICENSE==*
CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011 Cyan Worlds, Inc.
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
You can contact Cyan Worlds, Inc. by email legal@cyan.com
or by snail mail at:
Cyan Worlds, Inc.
14617 N Newport Hwy
Mead, WA 99021
*==LICENSE==*/
#include "hsWindows.h"
#include <commdlg.h>
#include "Max.h"
#include "stdmat.h"
#include "bmmlib.h"
#include "iparamb2.h"
#include "meshdlib.h"
#include "hsTypes.h"
#include <vector>
#include <algorithm>
#include "../MaxMain/plMaxNode.h"
#include "../MaxComponent/plComponent.h"
#include "../MaxComponent/plLightGrpComponent.h"
#include "../MaxComponent/plSoftVolumeComponent.h"
#include "plClusterUtil.h"
#include "../plDrawable/plClusterGroup.h"
#include "../plDrawable/plCluster.h"
#include "../plDrawable/plSpanTemplate.h"
#include "../plDrawable/plSpanInstance.h"
#include "../plDrawable/plGeometrySpan.h"
#include "../plSurface/hsGMaterial.h"
#include "../plSurface/plLayer.h"
#include "../plScene/plVisRegion.h"
#include "../plGLight/plLightInfo.h"
#include "plMeshConverter.h"
#include "hsVertexShader.h"
#include "plLightMapGen.h"
#include "hsResMgr.h"
#include "../pnKeyedObject/plUoid.h"
#include "../pnMessage/plNodeRefMsg.h"
#include "plTweak.h"
plConst(int) kDefMinFaces(200);
plConst(int) kDefMaxFaces(1000);
plConst(hsScalar) kDefMinSize(50.f);
plClusterUtil::plClusterUtil()
: fGroup(nil),
fTemplNode(nil),
fTemplate(nil),
fMinFaces(kDefMinFaces),
fMaxFaces(kDefMaxFaces),
fMinSize(kDefMinSize),
fIdx(0)
{
}
plClusterUtil::~plClusterUtil()
{
}
plClusterGroup* plClusterUtil::CreateGroup(plMaxNode* templNode, const char* name)
{
plClusterGroup* retVal = TRACKED_NEW plClusterGroup;
char buff[256];
sprintf(buff, "%s_%s_%d", name, templNode->GetName(), fIdx++);
hsgResMgr::ResMgr()->NewKey(buff, retVal, templNode->GetLocation(), templNode->GetLoadMask());
plKey sceneNode = templNode->GetRoomKey();
retVal->SetSceneNode(sceneNode);
plNodeRefMsg* refMsg = TRACKED_NEW plNodeRefMsg(sceneNode, plRefMsg::kOnCreate, -1, plNodeRefMsg::kGeneric);
hsgResMgr::ResMgr()->AddViaNotify(retVal->GetKey(), refMsg, plRefFlags::kActiveRef);
return retVal;
}
plClusterGroup* plClusterUtil::SetupGroup(plClusterGroup *group, plMaxNode* templNode, plSpanTemplateB* templ)
{
fTemplNode = templNode;
fGroup = group;
fTemplate = templ;
fGroup->fTemplate = templ;
fGroup->ISendToSelf(plClusterGroup::kRefMaterial, templ->fMaterial);
fGroup->fRenderLevel = templ->fRenderLevel;
fMinInsts = fMinFaces / templ->NumTris();
fMaxInsts = fMaxFaces / templ->NumTris();
if( fMinInsts < 1 )
fMinInsts = 1;
if( fMaxInsts <= fMinInsts )
fMaxInsts = fMinInsts+1;
// STUB
// Finish setting up the group here (lights, visregions, LOD), extracting all info
// from the template node.
ISetupGroupFromTemplate(templNode);
return fGroup;
}
void plClusterUtil::ISetupGroupFromTemplate(plMaxNode* templ)
{
plLightGrpComponent* liGrp = plLightGrpComponent::GetComp(templ);
if( liGrp )
{
const hsTArray<plLightInfo*>& lights = liGrp->GetLightInfos();
int i;
for( i = 0; i < lights.GetCount(); i++ )
{
fGroup->ISendToSelf(plClusterGroup::kRefLight, lights[i]);
}
}
if( templ->HasFade() )
{
hsScalar maxDist = 0;
hsScalar minDist = 0;
Box3 fade = templ->GetFade();
const hsScalar kMaxMaxDist = 1.e10f;
if( fade.Min()[2] < 0 )
{
minDist = fade.Min()[0];
maxDist = kMaxMaxDist;
}
if( fade.Max()[2] > 0 )
maxDist = fade.Max()[0];
if( maxDist > minDist )
{
fGroup->fLOD.Set(minDist, maxDist);
}
}
hsTArray<plVisRegion*> regions;
plVisRegionComponent::CollectRegions(templ, regions);
plEffVisSetComponent::CollectRegions(templ, regions);
if( regions.GetCount() )
{
int i;
for( i = 0; i < regions.GetCount(); i++ )
{
fGroup->ISendToSelf(plClusterGroup::kRefRegion, regions[i]);
}
}
}
class sortData
{
public:
UInt16 fIdx0;
UInt16 fIdx1;
UInt16 fIdx2;
hsScalar fDist;
sortData() {}
sortData(UInt16 idx0, UInt16 idx1, UInt16 idx2, hsScalar dist)
: fIdx0(idx0), fIdx1(idx1), fIdx2(idx2), fDist(dist)
{
}
bool operator<(const sortData& ot) const { return fDist < ot.fDist; }
bool operator>(const sortData& ot) const { return fDist > ot.fDist; }
bool operator==(const sortData& ot) const { return fDist == ot.fDist; }
bool operator!=(const sortData& ot) const { return fDist != ot.fDist; }
};
void plClusterUtil::ISortTemplate(plSpanTemplateB* templ) const
{
UInt16* indexData = templ->fIndices;
const int numTris = templ->NumTris();
typedef std::vector<sortData> sortVec;
sortVec vec;
vec.resize(numTris);
sortVec::iterator iter;
for( iter = vec.begin(); iter != vec.end(); iter++ )
{
iter->fIdx0 = indexData[0];
iter->fIdx1 = indexData[1];
iter->fIdx2 = indexData[2];
hsPoint3 pos;
pos = *templ->Position(indexData[0]);
float dist0 = pos.fX * pos.fX + pos.fY * pos.fY;
pos = *templ->Position(indexData[1]);
float dist1 = pos.fX * pos.fX + pos.fY * pos.fY;
pos = *templ->Position(indexData[2]);
float dist2 = pos.fX * pos.fX + pos.fY * pos.fY;
iter->fDist = dist0 > dist1
? (dist0 > dist2
? dist0
: dist2)
: (dist1 > dist2
? dist1
: dist2);
indexData += 3;
}
std::sort(vec.begin(), vec.end(), std::less<sortData>());
indexData = templ->fIndices;
for( iter = vec.begin(); iter != vec.end(); iter++ )
{
indexData[0] = iter->fIdx0;
indexData[1] = iter->fIdx1;
indexData[2] = iter->fIdx2;
indexData += 3;
}
}
void plClusterUtil::ITemplateFromGeo(plSpanTemplateB* templ, plGeometrySpan* geo)
{
UInt16 format = plSpanTemplate::MakeFormat(
true, // hasColor
geo->GetNumUVs(), // UVW count
geo->fFormat & plGeometrySpan::kSkinIndices, // hasWgtIdx
(geo->fFormat & plGeometrySpan::kSkinWeightMask) >> 4, // NumWeights
true, // hasNorm
true // hasPos;
);
UInt32 numVerts = geo->fNumVerts;
UInt32 numTris = geo->fNumIndices / 3;
// Alloc it.
templ->Alloc(format, numVerts, numTris);
templ->AllocColors();
UInt32 numPos = templ->NumPos();
UInt32 numNorm = templ->NumNorm();
UInt32 numUVWs = templ->NumUVWs();
UInt32 numWeights = templ->NumWeights();
UInt32 numColor = templ->NumColor();
UInt32 numColor2 = templ->NumColor2();
UInt32 numWgtIdx = templ->NumWgtIdx();
// Fill in the data.
memcpy(templ->fIndices, geo->fIndexData, templ->IndexSize());
int i;
for( i = 0; i < templ->NumVerts(); i++ )
{
float wgt[4];
UInt32 wgtIdx;
geo->ExtractInitColor(i, templ->MultColor(i), templ->AddColor(i));
hsColorRGBA color;
geo->ExtractVertex(i, templ->Position(i), templ->Normal(i), &color);
if( templ->NumColor() )
*templ->Color(i) = color.ToARGB32();
if( templ->NumColor2() )
*templ->Color2(i) = 0;
int k;
for( k = 0; k < templ->NumUVWs(); k++ )
{
geo->ExtractUv(i, k, templ->UVWs(i, k));
}
if( templ->NumWeights() )
{
geo->ExtractWeights(i, wgt, &wgtIdx);
int j;
for( j = 0; j < templ->NumWeights(); j++ )
*templ->Weight(i, j) = wgt[j];
if( templ->NumWgtIdx() )
*templ->WgtIdx(i) = wgtIdx;
}
}
// Compute the local bounds.
templ->ComputeBounds();
ISortTemplate(templ);
}
plSpanTemplateB* plClusterUtil::IAddTemplate(plMaxNode* templNode, plGeometrySpan* geo)
{
// Shade our mesh.
// STUB
// Create our blank template
plSpanTemplateB* templ = TRACKED_NEW plSpanTemplateB(templNode);
templ->fRenderLevel = templNode->GetRenderLevel(!templNode->GetNoDeferDraw());
ITemplateFromGeo(templ, geo);
return templ;
}
void plClusterUtil::IAddTemplates(plMaxNode* templNode, plSpanTemplTab& templs)
{
// STUB
// Get the Mesh
// Figure the format and total number of verts.
// If we're lazy or pressed for time we could use MeshConverter.
// But we'd probably spend more time undoing MeshConverter hacks than if we start
// from scratch.
// But, here we go descending cheerully into hell.
// At least with this interface we can bail and do it right later without to much
// bloodshed.
hsTArray<plGeometrySpan*> spanArray;
if( !plMeshConverter::Instance().CreateSpans(templNode, spanArray, false) )
return;
plLightMapGen::Instance().Open(::GetCOREInterface(), ::GetCOREInterface()->GetTime(), false);
hsVertexShader::Instance().Open();
hsVertexShader::Instance().ShadeNode(templNode,
templNode->GetLocalToWorld44(), templNode->GetWorldToLocal44(),
spanArray);
plLightMapGen::Instance().Close();
hsVertexShader::Instance().Close();
int i;
for( i = 0; i < spanArray.GetCount(); i++ )
{
plSpanTemplateB* templ = IAddTemplate(templNode, spanArray[i]);
templs.Append(1, &templ);
templ->fMaterial = spanArray[i]->fMaterial;
delete spanArray[i];
}
}
Box3 plClusterUtil::IBound(const plL2WTab& src) const
{
Box3 box;
int i;
for( i = 0; i < src.Count(); i++ )
{
box += src[i].GetTrans();
}
return box;
}
Point3 plClusterUtil::ILength(const plL2WTab& src) const
{
Box3 box = IBound(src);
return box.Max() - box.Min();
}
int plClusterUtil::ISelectAxis(const plL2WTab& src) const
{
Box3 box = IBound(src);
Point3 del = box.Max() - box.Min();
if( del.x > del.y )
{
if( del.x > del.z )
return 0;
else
return 2;
}
if( del.y > del.z )
return 1;
return 2;
}
static int sortAxis = 0;
static int cmp(const void *elem1, const void *elem2)
{
Matrix3* m1 = (Matrix3*) elem1;
Matrix3* m2 = (Matrix3*) elem2;
float d1 = m1->GetTrans()[sortAxis];
float d2 = m2->GetTrans()[sortAxis];
if( d1 < d2 )
return -1;
else if( d1 > d2 )
return 1;
return 0;
}
hsBool plClusterUtil::ISplitCluster(plSpanTemplateB* templ, plL2WTab& src, plL2WTab& lo, plL2WTab& hi)
{
// Tried this, seems to work pretty well, but a more even grid is probably wiser at
// this point.
#if 0 // MAX_SEP
if( src.Count() <= fMinInsts)
return false;
// Pick an axis
sortAxis = ISelectAxis(src);
if( src.Count() < fMaxInsts)
{
Point3 len = ILength(src);
if( len[sortAxis] < fMinSize )
return false;
}
// Sort by that axis
src.Sort(cmp);
// Find the biggest gap
float maxDist = 0;
int pivot = 0;
int i;
for( i = 1; i < src.Count(); i++ )
{
float dist = src[i].GetTrans()[sortAxis] - src[i-1].GetTrans()[sortAxis];
if( dist > maxDist )
{
maxDist = dist;
pivot = i;
}
}
hsAssert((pivot > 0) && (pivot < src.Count()), "Invalid pivot found");
// Put everyone above it in hi, below it in lo
lo.Append(pivot, src.Addr(0));
hi.Append(src.Count()-pivot, src.Addr(pivot));
#else // MAX_SEP
if( src.Count() <= fMinInsts )
return false;
// Pick an axis
sortAxis = ISelectAxis(src);
if( src.Count() < fMaxInsts)
{
Point3 len = ILength(src);
if( len[sortAxis] < fMinSize )
return false;
}
// Sort by that axis
src.Sort(cmp);
int pivot = src.Count() >> 1;
lo.Append(pivot, src.Addr(0));
hi.Append(src.Count()-pivot, src.Addr(pivot));
#endif // MAX_SEP
return true;
}
void plClusterUtil::IFindClustersRecur(plSpanTemplateB* templ, plL2WTab& src, plL2WTabTab& dst)
{
plL2WTab lo;
plL2WTab hi;
if( ISplitCluster(templ, src, lo, hi) )
{
// Keep going
IFindClustersRecur(templ, lo, dst);
IFindClustersRecur(templ, hi, dst);
}
else
{
plL2WTab* tab = TRACKED_NEW plL2WTab(src);
dst.Append(1, &tab);
}
}
void plClusterUtil::IFreeClustersRecur(plL2WTabTab& dst) const
{
int i;
for( i = 0; i < dst.Count(); i++ )
delete dst[i];
}
inline hsScalar inlGetAlpha(UInt32* color)
{
return hsScalar(*color >> 24) / 255.99f;
}
plSpanEncoding plClusterUtil::ISelectEncoding(plPoint3TabTab& delPosTab, plColorTabTab& colorsTab)
{
hsBool hasColor = false;
hsBool hasAlpha = false;
hsScalar maxLenSq = 0;
hsScalar maxX = 0;
hsScalar maxY = 0;
hsScalar maxZ = 0;
int i;
for( i = 0; i < delPosTab.Count(); i++ )
{
int j;
if( delPosTab[i] )
{
plPoint3Tab& delPos = *delPosTab[i];
for( j = 0; j < delPos.Count(); j++ )
{
hsScalar lenSq = delPos[j].MagnitudeSquared();
if( lenSq > maxLenSq )
maxLenSq = lenSq;
hsScalar d = fabs(delPos[j].fX);
if( d > maxX )
maxX = d;
d = fabs(delPos[j].fY);
if( d > maxY )
maxY = d;
d = fabs(delPos[j].fZ);
if( d > maxZ )
maxZ = d;
}
}
if( colorsTab[i] )
{
plColorTab& color = *colorsTab[i];
for( j = 0; j < color.Count(); j++ )
{
UInt32 col = color[j];
if( (col & 0x00ffffff) != 0x00ffffff )
hasColor = true;
if( (col & 0xff000000) != 0xff000000 )
hasAlpha = true;
}
}
}
UInt32 code = 0;
hsScalar posScale = 1.f;
if( hasColor && hasAlpha )
code |= plSpanEncoding::kColAI88;
else if( hasColor )
code |= plSpanEncoding::kColI8;
else if( hasAlpha )
code |= plSpanEncoding::kColA8;
plConst(hsScalar) kPosQuantum(0.5 / 12.f); // 1/2 inch.
hsScalar maxLen = hsSquareRoot(maxLenSq);
if( maxLen > kPosQuantum )
{
if( (maxX < kPosQuantum) && (maxY < kPosQuantum) )
{
code |= plSpanEncoding::kPos008;
posScale = maxLen / 255.9f;
}
else if( (maxLen / 255.9f) < kPosQuantum )
{
code |= plSpanEncoding::kPos888;
posScale = maxLen / 255.9f;
}
else if( (maxLen / hsScalar(1 << 10)) < kPosQuantum )
{
code |= plSpanEncoding::kPos101010;
posScale = maxLen / hsScalar(1 << 10);
}
else
{
code |= plSpanEncoding::kPos161616;
posScale = maxLen / hsScalar(1 << 16);
}
}
return plSpanEncoding(code, posScale);
}
static int CompTemplates(const void *elem1, const void *elem2)
{
plSpanTemplateB* templA = *((plSpanTemplateB**)elem1);
plSpanTemplateB* templB = *((plSpanTemplateB**)elem2);
hsScalar hA = templA->GetLocalBounds().GetMaxs().fZ;
hsScalar hB = templB->GetLocalBounds().GetMaxs().fZ;
if( hA < hB )
return -1;
if( hA > hB )
return 1;
return 0;
}
void plClusterUtil::ISortTemplates(plSpanTemplTab& templs) const
{
templs.Sort(CompTemplates);
float maxZ = -1.e33f;
int i;
for( i = 1; i < templs.Count(); i++ )
{
templs[i]->fRenderLevel.Set(templs[i-1]->fRenderLevel.Level() + 1);
}
}
plSpanTemplTab plClusterUtil::MakeTemplates(INode* templNode)
{
plSpanTemplTab templs;
IAddTemplates((plMaxNode*)templNode, templs);
ISortTemplates(templs);
return templs;
}
void plClusterUtil::AddClusters(plL2WTab& insts, plDeformVert* def, plShadeVert* shade)
{
plPoint3TabTab delPos;
plColorTabTab colors;
plL2WTabTab clusters;
IFindClustersRecur(fTemplate, insts, clusters);
int j;
for( j = 0; j < clusters.Count(); j++ )
{
// Create a plCluster to hold them all.
plCluster* cluster = fGroup->IAddCluster();
// Get the delPositions and colors for all the instances
IAllocPosAndColor(fTemplate, *clusters[j], delPos, colors);
IDelPosAndColor(fTemplate,
*clusters[j],
def, shade,
delPos, colors);
// Look through the results and pick out a proper encoding
plSpanEncoding code = ISelectEncoding(delPos, colors);
cluster->SetEncoding(code);
// Now create, encode and add all the insts to the cluster.
IAddInstsToCluster(cluster, fTemplate, *clusters[j], delPos, colors);
IFreePosAndColor(delPos, colors);
}
IFreeClustersRecur(clusters);
}
void plClusterUtil::IAddInstsToCluster(plCluster* cluster, plSpanTemplateB* templ,
const plL2WTab& insts,
plPoint3TabTab& delPos,
plColorTabTab& colors)
{
int i;
for( i = 0; i < insts.Count(); i++ )
{
plSpanInstance* span = TRACKED_NEW plSpanInstance;
span->Alloc(cluster->GetEncoding(), templ->NumVerts());
span->SetLocalToWorld(plMaxNodeBase::Matrix3ToMatrix44(insts[i]));
span->Encode(cluster->GetEncoding(), templ->NumVerts(),
delPos[i] ? delPos[i]->Addr(0) : nil,
colors[i] ? colors[i]->Addr(0) : nil);
cluster->IAddInst(span);
}
}
void plClusterUtil::IAllocPosAndColor(plSpanTemplateB* templ, const plL2WTab& insts,
plPoint3TabTab& delPos, plColorTabTab& colors)
{
delPos.SetCount(insts.Count());
colors.SetCount(insts.Count());
const int numVerts = templ->NumVerts();
int i;
for( i = 0; i < insts.Count(); i++ )
{
delPos[i] = nil;
colors[i] = nil;
}
}
void plClusterUtil::IFreePosAndColor(plPoint3TabTab& delPos, plColorTabTab& colors) const
{
int i;
for( i = 0; i < delPos.Count(); i++ )
delete delPos[i];
for( i = 0; i < colors.Count(); i++ )
delete colors[i];
}
void plClusterUtil::IDelPosAndColor(plSpanTemplateB* templ,
const plL2WTab& insts, plDeformVert* def, plShadeVert* shade,
plPoint3TabTab& delPos, plColorTabTab& colors)
{
hsBool doDef = def != nil;
hsBool doCol = shade != nil;
// For each inst
int i;
for( i = 0; i < insts.Count(); i++ )
{
hsBounds3Ext wBnd = templ->GetLocalBounds();
hsMatrix44 l2w = plMaxNodeBase::Matrix3ToMatrix44(insts[i]);
hsMatrix44 w2l;
l2w.GetInverse(&w2l);
hsMatrix44 w2lT;
w2l.GetTranspose(&w2lT);
wBnd.Transform(&l2w);
if( doDef )
{
def->Begin(templ->GetSrcNode(), wBnd);
delPos[i] = TRACKED_NEW plPoint3Tab;
delPos[i]->SetCount(templ->NumVerts());
int j;
for( j = 0; j < templ->NumVerts(); j++ )
{
hsPoint3 p = l2w * *templ->Position(j);
plPoint3Tab& dp = *delPos[i];
dp[j] = def->GetDel(p);
dp[j] = w2l * dp[j];
}
def->End();
}
// Make the stored colors the actual output UInt32.
// templ has the mult and add colors, apply them here.
if( doCol )
{
shade->Begin(templ->GetSrcNode(), wBnd);
colors[i] = TRACKED_NEW plColorTab;
colors[i]->SetCount(templ->NumVerts());
int j;
for( j = 0; j < templ->NumVerts(); j++ )
{
hsPoint3 pos = *templ->Position(j);
pos += (*delPos[i])[j];
pos = l2w * pos;
hsVector3 norm = *templ->Normal(j);
norm = w2lT * norm;
Color rgb = shade->GetShade(pos, norm);
rgb *= Color(templ->MultColor(j)->r, templ->MultColor(j)->g, templ->MultColor(j)->b);
rgb += Color(templ->AddColor(j)->r, templ->AddColor(j)->g, templ->AddColor(j)->b);
(*colors[i])[j] = hsColorRGBA().Set(rgb.r, rgb.g, rgb.b, templ->MultColor(j)->a).ToARGB32();
}
shade->End();
}
}
}