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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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// plDrawableSpans Class Export-only Functions //
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// //
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//// Version History /////////////////////////////////////////////////////////
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// //
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// Created 4.3.2001 mcn //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "HeadSpin.h"
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#include "plDrawableSpans.h"
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#include "hsStream.h"
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#include "hsResMgr.h"
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#include "plPipeline.h"
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#include "plGeometrySpan.h"
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#include "plSpaceTree.h"
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#include "plSpaceTreeMaker.h" // This is fun and amusing and wonderful to have here.
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// Keep it here forever.
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#include "plSurface/hsGMaterial.h"
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#include "plPipeline/plFogEnvironment.h"
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#include "pnMessage/plRefMsg.h"
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#include "pnMessage/plNodeRefMsg.h" // for NodeRefMsg
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#include "plMessage/plDeviceRecreateMsg.h"
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#include "plPipeline/plGBufferGroup.h"
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#include "plSurface/hsGMaterial.h"
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#include "plSurface/plLayerInterface.h"
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#include "plGImage/plBitmap.h"
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#include "plGLight/plLightInfo.h"
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#include "plgDispatch.h"
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#include "plStatusLog/plStatusLog.h"
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//#define VERT_LOG
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//// Write ///////////////////////////////////////////////////////////////////
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void plDrawableSpans::Write( hsStream* s, hsResMgr* mgr )
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{
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uint32_t i, j, count;
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// Make sure we're optimized before we write (should be tho)
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// Optimize();
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// Make sure all the garbage is cleaned up
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if( fNeedCleanup )
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IRemoveGarbage();
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// Parent write
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plDrawable::Write(s, mgr);
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s->WriteLE32( fProps );
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s->WriteLE32( fCriteria );
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s->WriteLE32( fRenderLevel.fLevel );
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/// Write out the material keys
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s->WriteLE32( fMaterials.GetCount() );
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for( i = 0; i < fMaterials.GetCount(); i++ )
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mgr->WriteKey( s, fMaterials[ i ] );
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/// Write out the icicles
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s->WriteLE32( fIcicles.GetCount() );
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for( i = 0; i < fIcicles.GetCount(); i++ )
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fIcicles[ i ].Write( s );
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/// Write out the patches
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// FIXME MAJOR VERSION
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// no more patches, remove this line
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s->WriteLE32(0);
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/// Write out the index table based on the pointer array
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count = fSpans.GetCount();
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s->WriteLE32( count );
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for( i = 0; i < count; i++ )
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{
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uint8_t *icicle = (uint8_t *)fSpans[ i ], *base = (uint8_t *)fIcicles.AcquireArray();
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j = (uint32_t)( icicle - base ) / sizeof( plIcicle );
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s->WriteLE32( j );
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}
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/// Write out the common keys
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for( i = 0; i < count; i++ )
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{
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// The fog environ key
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mgr->WriteKey( s, fSpans[ i ]->fFogEnvironment );
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}
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/// Write out the bounds and stuff
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if( count > 0 )
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{
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fLocalBounds.Write(s);
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fWorldBounds.Write(s);
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fMaxWorldBounds.Write(s);
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}
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for( i = 0; i < count; i++ )
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{
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if( fSpans[i]->fProps & plSpan::kPropHasPermaLights )
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{
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uint32_t lcnt = fSpans[i]->fPermaLights.GetCount();
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s->WriteLE32(lcnt);
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int j;
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for( j = 0; j < lcnt; j++ )
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mgr->WriteKey( s, fSpans[i]->fPermaLights[j]);
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}
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if( fSpans[i]->fProps & plSpan::kPropHasPermaProjs )
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{
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uint32_t lcnt = fSpans[i]->fPermaProjs.GetCount();
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s->WriteLE32(lcnt);
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int j;
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for( j = 0; j < lcnt; j++ )
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mgr->WriteKey( s, fSpans[i]->fPermaProjs[j]);
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}
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}
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/// Write out the source spans if necessary
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s->WriteLE32( fSourceSpans.GetCount() );
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if( fSourceSpans.GetCount() > 0 )
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{
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for( i = 0; i < fSourceSpans.GetCount(); i++ )
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fSourceSpans[ i ]->Write( s );
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}
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count = fLocalToWorlds.GetCount();
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s->WriteLE32(count);
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for( i = 0; i < count; i++ )
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{
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fLocalToWorlds[i].Write(s);
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fWorldToLocals[i].Write(s);
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fLocalToBones[i].Write(s);
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fBoneToLocals[i].Write(s);
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}
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// Write out the drawInterface index arrays
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s->WriteLE32( fDIIndices.GetCount() );
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for( i = 0; i < fDIIndices.GetCount(); i++ )
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{
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plDISpanIndex *array = fDIIndices[ i ];
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s->WriteLE32( array->fFlags );
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s->WriteLE32( array->GetCount() );
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for( j = 0; j < array->GetCount(); j++ )
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s->WriteLE32( (*array)[ j ] );
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}
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// Write the groups out
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count = fGroups.GetCount();
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s->WriteLE( count );
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for( i = 0; i < count; i++ )
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{
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#ifdef VERT_LOG
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hsUNIXStream log;
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log.Open("log\\GBuf.log", "ab");
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char buf[256];
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sprintf(buf, "Drawable Span: %s, GroupNum: %u\r\n", GetKeyName().c_str(), i);
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log.WriteString(buf);
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log.Close();
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#endif
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fGroups[ i ]->Write( s );
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}
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/// Other stuff
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mgr->WriteCreatable(s, fSpaceTree);
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mgr->WriteKey(s, fSceneNode);
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/// All done!
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}
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//// AddDISpans //////////////////////////////////////////////////////////////
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// Adds a drawInterface's geometry spans to the list to be collapsed into
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// buffers.
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uint32_t plDrawableSpans::AddDISpans( hsTArray<plGeometrySpan *> &spans, uint32_t index )
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{
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int i;
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uint32_t spanIdx;
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plSpan *span;
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hsBounds3Ext bounds;
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/// Do garbage cleanup first
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if( fNeedCleanup )
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IRemoveGarbage();
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if (index == (uint32_t)-1) // need a new one
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{
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/// Create a lookup entry
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index = fDIIndices.GetCount();
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fDIIndices.Append( new plDISpanIndex );
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fDIIndices[ index ]->fFlags = plDISpanIndex::kNone;
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}
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plDISpanIndex *spanLookup = fDIIndices[ index ];
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/// Add the geometry spans to our list. Also add our internal span
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/// copies
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for( i = 0; i < spans.GetCount(); i++ )
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{
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spanLookup->Append( fSourceSpans.GetCount() );
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spans[ i ]->fSpanRefIndex = fSourceSpans.GetCount();
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fSourceSpans.Append( spans[ i ] );
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spanIdx = fIcicles.GetCount();
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fIcicles.Append( plIcicle() );
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plIcicle *icicle = &fIcicles[ spanIdx ];
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span = (plSpan *)icicle;
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/// Set common stuff
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IAssignMatIdxToSpan( span, spans[ i ]->fMaterial );
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span->fLocalToWorld = spans[ i ]->fLocalToWorld;
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span->fWorldToLocal = spans[ i ]->fWorldToLocal;
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span->fProps |= ( spans[ i ]->fProps & plGeometrySpan::kPropRunTimeLight ) ? plSpan::kPropRunTimeLight : 0;
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if( spans[i]->fProps & plGeometrySpan::kPropNoShadowCast )
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span->fProps |= plSpan::kPropNoShadowCast;
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if( spans[i]->fProps & plGeometrySpan::kPropNoShadow )
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span->fProps |= plSpan::kPropNoShadow;
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if( spans[i]->fProps & plGeometrySpan::kPropForceShadow )
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span->fProps |= plSpan::kPropForceShadow;
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if( spans[i]->fProps & plGeometrySpan::kPropReverseSort )
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span->fProps |= plSpan::kPropReverseSort;
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if( spans[i]->fProps & plGeometrySpan::kPartialSort )
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span->fProps |= plSpan::kPartialSort;
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if( spans[i]->fProps & plGeometrySpan::kVisLOS )
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{
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span->fProps |= plSpan::kVisLOS;
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fProps |= plDrawable::kPropHasVisLOS;
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}
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span->fNumMatrices = spans[ i ]->fNumMatrices;
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span->fBaseMatrix = spans[ i ]->fBaseMatrix;
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span->fLocalUVWChans = spans[i]->fLocalUVWChans;
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span->fMaxBoneIdx = spans[i]->fMaxBoneIdx;
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span->fPenBoneIdx = (uint16_t)(spans[i]->fPenBoneIdx);
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bounds = spans[ i ]->fLocalBounds;
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span->fLocalBounds = bounds;
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bounds.Transform( &span->fLocalToWorld );
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span->fWorldBounds = bounds;
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span->fFogEnvironment = spans[ i ]->fFogEnviron;
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/// Add to our source indices
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fSpans.Append( span );
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fSpanSourceIndices.Append( spanIdx );
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}
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/// Rebuild the pointer array
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IRebuildSpanArray();
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SetSpaceTree(nil);
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fOptimized = false;
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return index;
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}
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//// Optimize ////////////////////////////////////////////////////////////////
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void plDrawableSpans::Optimize( void )
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{
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int i;
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if( fOptimized )
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return;
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/// Sort all the source spans
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if( !(fProps & kPropNoReSort) )
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ISortSourceSpans();
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/// Pack the source spans into spans and indices
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IPackSourceSpans();
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/// Now that we're done with the source spans, get rid of them! (BLEAH!)
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for( i = 0; i < fSourceSpans.GetCount(); i++ )
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delete fSourceSpans[ i ];
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fSourceSpans.Reset();
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if( fCriteria & kCritSortSpans )
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{
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if( !(fProps & kPropNoReSort) )
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fProps |= kPropSortSpans;
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}
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if( fCriteria & kCritSortFaces )
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{
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fProps |= kPropSortFaces;
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}
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/// Now we do a pass at the buffer groups, asking them to tidy up
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for( i = 0; i < fGroups.GetCount(); i++ )
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fGroups[ i ]->TidyUp();
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// Look to see if we have any materials we aren't using anymore.
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for( i = 0; i < fMaterials.GetCount(); i++ )
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{
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ICheckToRemoveMaterial(i);
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}
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fReadyToRender = false;
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// Make the space tree (hierarchical bounds).
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plSpaceTreeMaker maker;
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maker.Reset();
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for( i = 0; i < GetNumSpans(); i++ )
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{
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maker.AddLeaf( fSpans[ i ]->fWorldBounds, fSpans[ i ]->fProps & plSpan::kPropNoDraw );
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}
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plSpaceTree* tree = maker.MakeTree();
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SetSpaceTree(tree);
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/// All done!
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fOptimized = true;
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}
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static plStatusLog* IStartLog(const char* name, int numSpans)
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{
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static char buff[256];
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sprintf(buff, "x%s.log", name);
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plStatusLog* statusLog = plStatusLogMgr::GetInstance().CreateStatusLog(
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plStatusLogMgr::kDefaultNumLines,
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buff,
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plStatusLog::kFilledBackground | plStatusLog::kDeleteForMe );
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return statusLog;
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}
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static plStatusLog* IEndLog(plStatusLog* statusLog)
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{
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|
delete statusLog;
|
|
|
|
return nil;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void ILogSpan(plStatusLog* statusLog, plGeometrySpan* geo, plVertexSpan* span, plGBufferGroup* group)
|
|
|
|
{
|
|
|
|
if( span->fTypeMask & plSpan::kIcicleSpan )
|
|
|
|
{
|
|
|
|
plIcicle* ice = (plIcicle*)span;
|
|
|
|
if( geo->fProps & plGeometrySpan::kFirstInstance )
|
|
|
|
{
|
|
|
|
plGBufferCell* cell = group->GetCell(span->fVBufferIdx, span->fCellIdx);
|
|
|
|
uint32_t stride = group->GetVertexSize();
|
|
|
|
uint32_t ptr = cell->fVtxStart + span->fCellOffset * stride;
|
|
|
|
|
|
|
|
statusLog->AddLineF("From obj <%s> mat <%s> size %d bytes grp=%d (%d offset)",
|
|
|
|
geo->fMaxOwner.c_str("<unknown>"),
|
|
|
|
geo->fMaterial ? geo->fMaterial->GetKeyName().c_str() : "<unknown>",
|
|
|
|
geo->GetVertexSize(geo->fFormat) * geo->fNumVerts + sizeof(uint16_t) * geo->fNumIndices,
|
|
|
|
span->fGroupIdx,
|
|
|
|
ptr
|
|
|
|
);
|
|
|
|
// span->fVBufferIdx,
|
|
|
|
// span->fCellIdx,
|
|
|
|
// span->fCellOffset,
|
|
|
|
// span->fVStartIdx,
|
|
|
|
// span->fVLength,
|
|
|
|
// ice->fIBufferIdx,
|
|
|
|
// ice->fIStartIdx,
|
|
|
|
// ice->fILength
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
statusLog->AddLineF("Instanced obj <%s> mat <%s> grp=%d (%d/%d/%d/%d/%d/%d/%d/%d)",
|
|
|
|
geo->fMaxOwner.c_str("<unknown>"),
|
|
|
|
geo->fMaterial ? geo->fMaterial->GetKeyName().c_str() : "<unknown>",
|
|
|
|
span->fGroupIdx,
|
|
|
|
span->fVBufferIdx,
|
|
|
|
span->fCellIdx,
|
|
|
|
span->fCellOffset,
|
|
|
|
span->fVStartIdx,
|
|
|
|
span->fVLength,
|
|
|
|
ice->fIBufferIdx,
|
|
|
|
ice->fIStartIdx,
|
|
|
|
ice->fILength
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if( geo->fProps & plGeometrySpan::kFirstInstance )
|
|
|
|
{
|
|
|
|
statusLog->AddLineF("From obj <%s> mat <%s> size %d bytes grp=%d (%d/%d/%d/%d/%d)",
|
|
|
|
geo->fMaxOwner.c_str("<unknown>"),
|
|
|
|
geo->fMaterial ? geo->fMaterial->GetKeyName().c_str() : "<unknown>",
|
|
|
|
geo->GetVertexSize(geo->fFormat) * geo->fNumVerts + sizeof(uint16_t) * geo->fNumIndices,
|
|
|
|
span->fGroupIdx,
|
|
|
|
span->fVBufferIdx,
|
|
|
|
span->fCellIdx,
|
|
|
|
span->fCellOffset,
|
|
|
|
span->fVStartIdx,
|
|
|
|
span->fVLength
|
|
|
|
);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
statusLog->AddLineF("Instanced obj <%s> mat <%s> grp=%d (%d/%d/%d/%d/%d)",
|
|
|
|
geo->fMaxOwner.c_str("<unknown>"),
|
|
|
|
geo->fMaterial ? geo->fMaterial->GetKeyName().c_str() : "<unknown>",
|
|
|
|
span->fGroupIdx,
|
|
|
|
span->fVBufferIdx,
|
|
|
|
span->fCellIdx,
|
|
|
|
span->fCellOffset,
|
|
|
|
span->fVStartIdx,
|
|
|
|
span->fVLength
|
|
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//// IPackSourceSpans ////////////////////////////////////////////////////////
|
|
|
|
// Takes the array of source spans and converts them to our internal icicle
|
|
|
|
// spans, vertex buffers and index buffers.
|
|
|
|
|
|
|
|
void plDrawableSpans::IPackSourceSpans( void )
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
hsBounds3Ext bounds;
|
|
|
|
hsBitVector doneSpans;
|
|
|
|
|
|
|
|
|
|
|
|
/// Calc bounds
|
|
|
|
fLocalBounds.MakeEmpty();
|
|
|
|
fWorldBounds.MakeEmpty();
|
|
|
|
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
hsBounds3Ext bnd = fSourceSpans[ i ]->fLocalBounds;
|
|
|
|
bnd.Transform( &fSourceSpans[ i ]->fLocalToWorld );
|
|
|
|
fWorldBounds.Union( &bnd );
|
|
|
|
}
|
|
|
|
|
|
|
|
fLocalBounds = fWorldBounds;
|
|
|
|
fLocalBounds.Transform( &fWorldToLocal );
|
|
|
|
fMaxWorldBounds = fWorldBounds;
|
|
|
|
|
|
|
|
// It could be that instance refs in spans that we (the drawable) own
|
|
|
|
// are actually spans in some other drawable. That's not currently handled.
|
|
|
|
// (Making that case handled would involve rewriting the instancing implementation
|
|
|
|
// to not suck ass).
|
|
|
|
// So for each instance set, we make two lists of instance refs, the ones also
|
|
|
|
// in this drawable (refsHere), and ones not (refsThere). If there are refsThere,
|
|
|
|
// we split out the refsHere into a new instance group, removing them from the
|
|
|
|
// refsThere list. If refsThere still contains spans from separate drawables,
|
|
|
|
// that will be dealt with in those drawables' Optimize calls.
|
|
|
|
doneSpans.Clear();
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( !doneSpans.IsBitSet(i) )
|
|
|
|
{
|
|
|
|
plGeometrySpan* span = fSourceSpans[i];
|
|
|
|
if( span->fInstanceRefs )
|
|
|
|
{
|
|
|
|
hsTArray<plGeometrySpan*>& refs = *(span->fInstanceRefs);
|
|
|
|
hsTArray<plGeometrySpan*> refsHere;
|
|
|
|
hsTArray<plGeometrySpan*> refsThere;
|
|
|
|
|
|
|
|
int k;
|
|
|
|
for( k = 0; k < refs.GetCount(); k++ )
|
|
|
|
{
|
|
|
|
plGeometrySpan* other = refs[k];
|
|
|
|
if( other != span )
|
|
|
|
{
|
|
|
|
int idx = fSourceSpans.Find(other);
|
|
|
|
if( fSourceSpans.kMissingIndex == idx )
|
|
|
|
{
|
|
|
|
refsThere.Append(other);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
refsHere.Append(other);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( refsThere.GetCount() )
|
|
|
|
{
|
|
|
|
if( refsHere.GetCount() )
|
|
|
|
{
|
|
|
|
span->BreakInstance();
|
|
|
|
|
|
|
|
// Okay, got to form a new instance group out of refsHere.
|
|
|
|
for( k = 0; k < refsHere.GetCount(); k++ )
|
|
|
|
{
|
|
|
|
plGeometrySpan* other = refsHere[k];
|
|
|
|
|
|
|
|
other->ChangeInstance(span);
|
|
|
|
|
|
|
|
doneSpans.SetBit(other->fSpanRefIndex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
span->UnInstance();
|
|
|
|
}
|
|
|
|
if( refsThere.GetCount() == 1 )
|
|
|
|
{
|
|
|
|
refsThere[0]->UnInstance();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
doneSpans.SetBit(i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Now pack the spans
|
|
|
|
doneSpans.Clear();
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
// Now we fill the rest of the data in for our span
|
|
|
|
if( !doneSpans.IsBitSet( i ) )
|
|
|
|
{
|
|
|
|
if( fSourceSpans[ i ]->fProps & plGeometrySpan::kInstanced )
|
|
|
|
{
|
|
|
|
// Instanced spans--convert the first as normal, then convert the rest
|
|
|
|
// using the first as reference
|
|
|
|
doneSpans.SetBit( i, true );
|
|
|
|
|
|
|
|
plIcicle *baseIcicle = (plIcicle *)fSpans[ i ];
|
|
|
|
IConvertGeoSpanToIcicle( fSourceSpans[ i ], baseIcicle, 0, baseIcicle );
|
|
|
|
|
|
|
|
// Loop through the rest
|
|
|
|
for( j = 0; j < fSourceSpans[ i ]->fInstanceRefs->GetCount(); j++ )
|
|
|
|
{
|
|
|
|
plGeometrySpan *other = (*fSourceSpans[ i ]->fInstanceRefs)[ j ];
|
|
|
|
if( other == fSourceSpans[ i ] )
|
|
|
|
continue;
|
|
|
|
|
|
|
|
#if 0 // What exactly is this supposed to be doing? My guess is, NADA.
|
|
|
|
if( IConvertGeoSpanToIcicle( other, (plIcicle *)fSpans[ other->fSpanRefIndex ], 0, baseIcicle ) )
|
|
|
|
baseIcicle = (plIcicle *)fSpans[ other->fSpanRefIndex ];
|
|
|
|
#else // What exactly is this supposed to be doing? My guess is, NADA.
|
|
|
|
IConvertGeoSpanToIcicle( other, (plIcicle *)fSpans[ other->fSpanRefIndex ], 0, baseIcicle );
|
|
|
|
#endif // What exactly is this supposed to be doing? My guess is, NADA.
|
|
|
|
doneSpans.SetBit( other->fSpanRefIndex, true );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Do normal, uninstanced conversion
|
|
|
|
IConvertGeoSpanToIcicle( fSourceSpans[ i ], (plIcicle *)fSpans[ i ], 0 );
|
|
|
|
doneSpans.SetBit( i, true );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef VERT_LOG
|
|
|
|
hsTArray<plGeometrySpan*> order;
|
|
|
|
order.SetCount(fSourceSpans.GetCount());
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
order[fSourceSpans[i]->fSpanRefIndex] = fSourceSpans[i];
|
|
|
|
}
|
|
|
|
|
|
|
|
plStatusLog* statusLog = IStartLog(GetKey()->GetName(), fSourceSpans.GetCount());
|
|
|
|
for( i = 0; i < order.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
plVertexSpan* vSpan = (plVertexSpan*)fSpans[i];
|
|
|
|
ILogSpan(statusLog, order[i], vSpan, fGroups[vSpan->fGroupIdx]);
|
|
|
|
}
|
|
|
|
statusLog = IEndLog(statusLog);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ISortSourceSpans ////////////////////////////////////////////////////////
|
|
|
|
// Does our actual optimization path by resorting all the spans into the
|
|
|
|
// most efficient order possible. Also has to re-order the span lookup
|
|
|
|
// table.
|
|
|
|
|
|
|
|
void plDrawableSpans::ISortSourceSpans( void )
|
|
|
|
{
|
|
|
|
hsTArray<uint32_t> spanReorderTable, spanInverseTable;
|
|
|
|
int i, j, idx;
|
|
|
|
plGeometrySpan *tmpSpan;
|
|
|
|
uint32_t tmpIdx;
|
|
|
|
plSpan *tmpSpanPtr;
|
|
|
|
|
|
|
|
|
|
|
|
// Init the reorder table
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount(); i++ )
|
|
|
|
spanReorderTable.Append( i );
|
|
|
|
|
|
|
|
// Do a nice, if naiive, sort by material (hehe by the pointers, no less)
|
|
|
|
for( i = 0; i < fSourceSpans.GetCount() - 1; i++ )
|
|
|
|
{
|
|
|
|
for( j = i + 1, idx = i; j < fSourceSpans.GetCount(); j++ )
|
|
|
|
{
|
|
|
|
if( ICompareSpans( fSourceSpans[ j ], fSourceSpans[ idx ] ) < 0 )
|
|
|
|
idx = j;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Swap idx with i, so we get the smallest pointer on top
|
|
|
|
if( i != idx )
|
|
|
|
{
|
|
|
|
// Swap both the source span and our internal span
|
|
|
|
tmpSpan = fSourceSpans[ i ];
|
|
|
|
fSourceSpans[ i ] = fSourceSpans[ idx ];
|
|
|
|
fSourceSpans[ idx ] = tmpSpan;
|
|
|
|
|
|
|
|
fSourceSpans[ i ]->fSpanRefIndex = i;
|
|
|
|
fSourceSpans[ idx ]->fSpanRefIndex = idx;
|
|
|
|
|
|
|
|
tmpSpanPtr = fSpans[ i ];
|
|
|
|
fSpans[ i ] = fSpans[ idx ];
|
|
|
|
fSpans[ idx ] = tmpSpanPtr;
|
|
|
|
|
|
|
|
// Also swap the entries in the reorder table
|
|
|
|
tmpIdx = spanReorderTable[ i ];
|
|
|
|
spanReorderTable[ i ] = spanReorderTable[ idx ];
|
|
|
|
spanReorderTable[ idx ] = tmpIdx;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Next!
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// Problem: our reorder table is inversed(y->x instead of x->y). Either we search for numbers,
|
|
|
|
/// or we just flip it first...
|
|
|
|
spanInverseTable.SetCountAndZero( spanReorderTable.GetCount() );
|
|
|
|
for( i = 0; i < spanReorderTable.GetCount(); i++ )
|
|
|
|
spanInverseTable[ spanReorderTable[ i ] ] = i;
|
|
|
|
|
|
|
|
/// Now update our span xlate table
|
|
|
|
for( i = 0; i < fDIIndices.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
if( !fDIIndices[ i ]->IsMatrixOnly() )
|
|
|
|
{
|
|
|
|
for( j = 0; j < fDIIndices[ i ]->GetCount(); j++ )
|
|
|
|
{
|
|
|
|
idx = (*fDIIndices[ i ])[ j ];
|
|
|
|
|
|
|
|
(*fDIIndices[ i ])[ j ] = spanInverseTable[ idx ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Use our pointer array to rebuild the icicle array (UUUUGLY)
|
|
|
|
hsTArray<plIcicle> tempIcicles;
|
|
|
|
plIcicle *newIcicle;
|
|
|
|
|
|
|
|
tempIcicles.SetCount( fIcicles.GetCount() );
|
|
|
|
|
|
|
|
for( i = 0, newIcicle = tempIcicles.AcquireArray();
|
|
|
|
i < fSpans.GetCount(); i++ )
|
|
|
|
{
|
|
|
|
*newIcicle = *( (plIcicle *)fSpans[ i ] );
|
|
|
|
fSpans[ i ] = newIcicle;
|
|
|
|
newIcicle++;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Swap the two arrays out. This will basically swap the actual memory blocks, so be careful...
|
|
|
|
fIcicles.Swap( tempIcicles );
|
|
|
|
tempIcicles.Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
//// ICompareSpans ///////////////////////////////////////////////////////////
|
|
|
|
// Sorting function for ISortSpans(). Kinda like strcmp(): returns -1 if
|
|
|
|
// span1 < span2, 1 if span1 > span2, 0 if "equal".
|
|
|
|
|
|
|
|
short plDrawableSpans::ICompareSpans( plGeometrySpan *span1, plGeometrySpan *span2 )
|
|
|
|
{
|
|
|
|
bool b1, b2;
|
|
|
|
int i, j, numLayers;
|
|
|
|
plBitmap *t1, *t2;
|
|
|
|
|
|
|
|
|
|
|
|
/// Quick check--identical materials are easy to compare :)
|
|
|
|
if( span1->fMaterial == span2->fMaterial )
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
/// Compare features from most to least important...
|
|
|
|
|
|
|
|
// Any decal span should come after a non-decal
|
|
|
|
if( span1->fDecalLevel < span2->fDecalLevel )
|
|
|
|
return -1;
|
|
|
|
if( span1->fDecalLevel > span2->fDecalLevel )
|
|
|
|
return 1;
|
|
|
|
// Ok, they're equal decal-wise, so find something else to judge on
|
|
|
|
|
|
|
|
// Most important: is one of the materials an alpha blend? (if so, gotta
|
|
|
|
// put at end, so it's "bigger")
|
|
|
|
if( span1->fMaterial->GetNumLayers() > 0 &&
|
|
|
|
( span1->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask ) != 0 )
|
|
|
|
b1 = true;
|
|
|
|
else
|
|
|
|
b1 = false;
|
|
|
|
|
|
|
|
if( span2->fMaterial->GetNumLayers() > 0 &&
|
|
|
|
( span2->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask ) != 0 )
|
|
|
|
b2 = true;
|
|
|
|
else
|
|
|
|
b2 = false;
|
|
|
|
|
|
|
|
if( b1 != b2 )
|
|
|
|
return( b1 ? 1 : -1 );
|
|
|
|
|
|
|
|
// Next is texture (name). We do this kinda like strings: compare the first layer's
|
|
|
|
// textures and go upwards, so that we group materials together starting with the
|
|
|
|
// base layer's texture and going upwards
|
|
|
|
numLayers = span1->fMaterial->GetNumLayers();
|
|
|
|
if( span2->fMaterial->GetNumLayers() < numLayers )
|
|
|
|
numLayers = span2->fMaterial->GetNumLayers();
|
|
|
|
|
|
|
|
for( i = 0; i < numLayers; i++ )
|
|
|
|
{
|
|
|
|
t1 = span1->fMaterial->GetLayer( i )->GetTexture();
|
|
|
|
t2 = span2->fMaterial->GetLayer( i )->GetTexture();
|
|
|
|
|
|
|
|
if( t1 != nil && t2 == nil )
|
|
|
|
return 1;
|
|
|
|
else if( t1 == nil && t2 != nil )
|
|
|
|
return -1;
|
|
|
|
else if( t1 == nil && t2 == nil )
|
|
|
|
break; // Textures equal up to here--keep going with rest of tests
|
|
|
|
|
|
|
|
if( !t1->GetKeyName().IsNull() && !t2->GetKeyName().IsNull() )
|
|
|
|
{
|
|
|
|
j = t1->GetKeyName().Compare( t2->GetKeyName(), plString::kCaseInsensitive );
|
|
|
|
if( j != 0 )
|
|
|
|
return (short)j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Finally, by material itself.
|
|
|
|
if( !span1->fMaterial->GetKeyName().IsNull() && !span2->fMaterial->GetKeyName().IsNull() )
|
|
|
|
{
|
|
|
|
j = span1->fMaterial->GetKeyName().Compare( span2->fMaterial->GetKeyName(), plString::kCaseInsensitive );
|
|
|
|
if( j != 0 )
|
|
|
|
return (short)j;
|
|
|
|
}
|
|
|
|
|
|
|
|
if( span1->fLocalToWorld.fFlags != span2->fLocalToWorld.fFlags )
|
|
|
|
{
|
|
|
|
if( span1->fLocalToWorld.fFlags )
|
|
|
|
return -1;
|
|
|
|
else
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// Equal in our book...
|
|
|
|
return 0;
|
|
|
|
}
|