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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// plGBufferGroup Class Header //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 2.21.2001 mcn - Created. //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef _plGBufferGroup_h
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#define _plGBufferGroup_h
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#include "hsTemplates.h"
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#include "hsGeometry3.h"
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#include "hsColorRGBA.h"
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//// plGBufferTriangle Struct Definition //////////////////////////////////////
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//
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// Represents a single triangle inside a plGBufferGroup, which consists of
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// three indices (the indices of the three vertices) and a 3-D point
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// representing the center of the triangle.
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class plGBufferTriangle
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{
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public:
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UInt16 fIndex1, fIndex2, fIndex3, fSpanIndex;
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hsPoint3 fCenter;
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void Read( hsStream *s );
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void Write( hsStream *s );
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};
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//// plGBufferCell and plGBufferColor Definitions /////////////////////////////
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class plGBufferCell
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{
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public:
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UInt32 fVtxStart; // In bytes
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UInt32 fColorStart; // In bytes
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UInt32 fLength;
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plGBufferCell( UInt32 vStart, UInt32 cStart, UInt32 len )
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{
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fVtxStart = vStart; fColorStart = cStart; fLength = len;
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}
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plGBufferCell() {}
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void Read( hsStream *s );
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void Write( hsStream *s );
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};
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class plGBufferColor
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{
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public:
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UInt32 fDiffuse, fSpecular;
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};
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//// plGBufferGroup Class Definition //////////////////////////////////////////
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//
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// Represents a list of vertex and index buffers in a nice package.
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class hsStream;
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class hsResMgr;
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class plPipeline;
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class hsGDeviceRef;
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class plGeometrySpan;
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class plGBufferGroup
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{
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protected:
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UInt8 fFormat;
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UInt8 fStride;
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UInt8 fLiteStride;
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UInt8 fNumSkinWeights;
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UInt32 fNumVerts;
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UInt32 fNumIndices;
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hsBool fVertsVolatile;
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hsBool fIdxVolatile;
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int fLOD;
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hsTArray<hsGDeviceRef *> fVertexBufferRefs;
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hsTArray<hsGDeviceRef *> fIndexBufferRefs;
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hsTArray<UInt32> fVertBuffSizes;
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hsTArray<UInt32> fIdxBuffCounts;
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hsTArray<UInt32> fColorBuffCounts;
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hsTArray<UInt8 *> fVertBuffStorage;
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hsTArray<UInt16 *> fIdxBuffStorage;
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hsTArray<UInt32> fVertBuffStarts;
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hsTArray<Int32> fVertBuffEnds;
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hsTArray<UInt32> fIdxBuffStarts;
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hsTArray<Int32> fIdxBuffEnds;
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hsTArray<plGBufferColor *> fColorBuffStorage;
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hsTArray<hsTArray<plGBufferCell> *> fCells;
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virtual void ISendStorageToBuffers( plPipeline *pipe, hsBool adjustForNvidiaLighting );
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UInt8 ICalcVertexSize( UInt8 &liteStride );
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UInt8* IVertBuffStorage(int iBuff, int iVtx) const { return fVertBuffStorage[iBuff] + iVtx*fStride; }
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UInt32 IMakeCell( UInt32 vbIndex, UInt8 flags, UInt32 vStart, UInt32 cStart, UInt32 len, UInt32 *offset );
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void IGetStartVtxPointer( UInt32 vbIndex, UInt32 cell, UInt32 offset, UInt8 *&tempPtr, plGBufferColor *&cPtr );
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public:
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static const UInt32 kMaxNumVertsPerBuffer;
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static const UInt32 kMaxNumIndicesPerBuffer;
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enum Formats
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{
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kUVCountMask = 0x0f, // Problem is, we need enough bits to store the max #, which means
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// we really want ( max # << 1 ) - 1
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kSkinNoWeights = 0x00, // 0000000
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kSkin1Weight = 0x10, // 0010000
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kSkin2Weights = 0x20, // 0100000
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kSkin3Weights = 0x30, // 0110000
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kSkinWeightMask = 0x30, // 0110000
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kSkinIndices = 0x40, // 1000000
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kEncoded = 0x80
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};
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enum
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{
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kReserveInterleaved = 0x01,
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kReserveVerts = 0x02,
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kReserveColors = 0x04,
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kReserveSeparated = 0x08,
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kReserveIsolate = 0x10
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};
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plGBufferGroup(UInt8 format, hsBool vertsVolatile, hsBool idxVolatile, int LOD = 0);
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~plGBufferGroup();
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UInt8 GetNumUVs( void ) const { return ( fFormat & kUVCountMask ); }
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UInt8 GetNumWeights() const { return (fFormat & kSkinWeightMask) >> 4; }
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static UInt8 CalcNumUVs( UInt8 format ) { return ( format & kUVCountMask ); }
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static UInt8 UVCountToFormat( UInt8 numUVs ) { return numUVs & kUVCountMask; }
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void DirtyVertexBuffer(int i);
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void DirtyIndexBuffer(int i);
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hsBool VertexReady(int i) const { return (i < fVertexBufferRefs.GetCount()) && fVertexBufferRefs[i]; }
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hsBool IndexReady(int i) const { return (i < fIndexBufferRefs.GetCount()) && fIndexBufferRefs[i]; }
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UInt8 GetVertexSize( void ) const { return fStride; }
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UInt8 GetVertexLiteStride( void ) const { return fLiteStride; }
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UInt8 GetVertexFormat( void ) const { return fFormat; }
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UInt32 GetMemUsage( void ) const { return ( fNumVerts * GetVertexSize() ) + ( fNumIndices * sizeof( UInt16 ) ); }
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UInt32 GetNumVerts( void ) const { return fNumVerts; }
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UInt32 GetNumIndices( void ) const { return fNumIndices; }
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UInt32 GetNumPrimaryVertsLeft( void ) const;
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UInt32 GetNumVertsLeft( UInt32 idx ) const;
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UInt32 GetVertBufferSize(UInt32 idx) const { return fVertBuffSizes[idx]; }
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UInt32 GetVertBufferCount(UInt32 idx) const;
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UInt32 GetIndexBufferCount(UInt32 idx) const { return fIdxBuffCounts[idx]; }
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UInt32 GetVertStartFromCell(UInt32 idx, UInt32 cell, UInt32 offset) const;
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// These should only be called by the pipeline, because only it knows when it's safe.
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// If the data is volatile, these are no-ops
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void PurgeVertBuffer(UInt32 idx);
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void PurgeIndexBuffer(UInt32 idx);
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///////////////////////////////////////////////////////////////////////////////
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// The following group of functions is an advanced optimization, and a pretty
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// specialized one at that. It just limits the amount of data that will get
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// uploaded to video. If you don't know you are limited by bandwidth to the
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// board, or you just don't know what your are doing, don't mess with them.
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// If you never touch them, everything will work. If you set them correcly,
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// things may work faster. If you set them incorrectly, be sure to save
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// all files before running.
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// All of these are indices, not bytes. from the beginning of the buffer.
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UInt32 GetVertBufferStart(UInt32 idx) const { return fVertBuffStarts[idx]; }
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UInt32 GetVertBufferEnd(UInt32 idx) const { return fVertBuffEnds[idx] >= 0 ? UInt32(fVertBuffEnds[idx]) : GetVertBufferCount(idx); }
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UInt32 GetIndexBufferStart(UInt32 idx) const { return fIdxBuffStarts[idx]; }
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UInt32 GetIndexBufferEnd(UInt32 idx) const { return fIdxBuffEnds[idx] >= 0 ? UInt32(fIdxBuffEnds[idx]) : GetIndexBufferCount(idx); }
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void SetVertBufferStart(UInt32 idx, UInt32 s) { fVertBuffStarts[idx] = s; }
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void SetVertBufferEnd(UInt32 idx, UInt32 e) { fVertBuffEnds[idx] = e; }
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void SetIndexBufferStart(UInt32 idx, UInt32 s) { fIdxBuffStarts[idx] = s; }
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void SetIndexBufferEnd(UInt32 idx, UInt32 e) { fIdxBuffEnds[idx] = e; }
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///////////////////////////////////////////////////////////////////////////////
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UInt32 GetNumVertexBuffers( void ) const { return fVertBuffStorage.GetCount(); }
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UInt32 GetNumIndexBuffers( void ) const { return fIdxBuffStorage.GetCount(); }
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UInt8 *GetVertBufferData( UInt32 idx ) { return fVertBuffStorage[ idx ]; }
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UInt16 *GetIndexBufferData( UInt32 idx ) { return fIdxBuffStorage[ idx ]; }
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plGBufferColor *GetColorBufferData( UInt32 idx ) { return fColorBuffStorage[ idx ]; }
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hsGDeviceRef *GetVertexBufferRef( UInt32 i );
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hsGDeviceRef *GetIndexBufferRef( UInt32 i );
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UInt32 GetNumCells( UInt32 idx ) const { return fCells[ idx ]->GetCount(); }
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plGBufferCell *GetCell( UInt32 idx, UInt32 cell ) { return &( (*fCells[ idx ])[ cell ] ); }
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void SetVertexBufferRef( UInt32 index, hsGDeviceRef *vb );
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void SetIndexBufferRef( UInt32 index, hsGDeviceRef *ib );
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virtual void Read( hsStream* s );
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virtual void Write( hsStream* s );
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// Accessor functions
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hsPoint3 &Position( int iBuff, UInt32 cell, int iVtx );
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hsVector3 &Normal( int iBuff, UInt32 cell, int iVtx );
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UInt32 &Color( int iBuff, UInt32 cell, int iVtx );
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UInt32 &Specular( int iBuff, UInt32 cell, int iVtx );
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hsPoint3 &UV( int iBuff, UInt32 cell, int iVtx, int channel );
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UInt32 Format() const { return fFormat; }
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// Take temp accumulators and actually build buffer data from them
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void TidyUp( void );
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// Delete the buffer data storage
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void CleanUp( void );
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// Take buffer data and convert it to device-specific buffers
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void PrepForRendering( plPipeline *pipe, hsBool adjustForNvidiaLighting );
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// Reserves space in a vertex buffer
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hsBool ReserveVertStorage( UInt32 numVerts, UInt32 *vbIndex, UInt32 *cell, UInt32 *offset, UInt8 flags );
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// Append vertex data to the first available storage buffer
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void AppendToVertStorage( plGeometrySpan *srcSpan, UInt32 *vbIndex, UInt32 *cell, UInt32 *offset );
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void AppendToVertAndColorStorage( plGeometrySpan *srcSpan, UInt32 *vbIndex, UInt32 *cell, UInt32 *offset );
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void AppendToColorStorage( plGeometrySpan *srcSpan, UInt32 *vbIndex, UInt32 *cell, UInt32 *offset, UInt32 origCell );
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// Reserves space in an index buffer
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hsBool ReserveIndexStorage( UInt32 numIndices, UInt32 *ibIndex, UInt32 *ibStart, UInt16 **dataPtr = nil );
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// Append index data to the first available storage buffer
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void AppendToIndexStorage( UInt32 numIndices, UInt16 *data, UInt32 addToAll, UInt32 *ibIndex, UInt32 *ibStart );
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/// Dynamic functions (addition/deletion of raw data)
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void DeleteVertsFromStorage( UInt32 which, UInt32 start, UInt32 length );
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void AdjustIndicesInStorage( UInt32 which, UInt16 threshhold, Int16 delta );
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void DeleteIndicesFromStorage( UInt32 which, UInt32 start, UInt32 length );
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// Returns an array of plGBufferTriangles representing the span of indices specified
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plGBufferTriangle *ConvertToTriList( Int16 spanIndex, UInt32 whichIdx, UInt32 whichVtx, UInt32 whichCell, UInt32 start, UInt32 numTriangles );
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// Stuffs the indices from an array of plGBufferTriangles into the index storage
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void StuffFromTriList( UInt32 which, UInt32 start, UInt32 numTriangles, UInt16 *data );
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void StuffTri( UInt32 iBuff, UInt32 iTri, UInt16 idx0, UInt16 idx1, UInt16 idx2 );
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// Stuff the data from a geometry span into vertex storage
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void StuffToVertStorage( plGeometrySpan *srcSpan, UInt32 vbIndex, UInt32 cell, UInt32 offset, UInt8 flags );
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// Are our verts volatile?
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hsBool AreVertsVolatile() const { return fVertsVolatile; }
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hsBool AreIdxVolatile() const { return fIdxVolatile; }
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int GetLOD() const { return fLOD; }
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};
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#endif // _plGBufferGroup_h
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