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.
 
 
 
 
 

463 lines
18 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/>.
Additional permissions under GNU GPL version 3 section 7
If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.
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==*/
#ifndef plAccessVtxSpan_inc
#define plAccessVtxSpan_inc
#include "hsGeometry3.h"
#include "hsColorRGBA.h"
class hsGMaterial;
struct hsMatrix44;
class hsGDeviceRef;
// AccessSpan - a generic "vertex array". It'll at least act like one,
// whatever the underlying storage mechanism. For random access, just
// use the accessor functions. For faster sequential iteration, use
// the iterator classes defined further down. I'm leaving the actual
// data (fChannels & fStrides) public, but I'll probably regret it.
// I have to dig pretty deep to come up with a reason not to use
// either the indexed accessors or the iterator classes.
//
// You may be wondering why have separate strides for each of the data channels,
// especially since this means doing nChan pointer adds to advance rather than
// one. The answer is two part. First, the different channels may be in different
// buffers, either because we're on the export side and haven't glommed them together
// into a single stream yet, or because we finally got around to using multiple
// streams on the runtime side (say to support instancing). The point is for you
// to be able to write your code without knowing or caring. The second part is that
// those nChan adds aren't really costing you anything. Say the data is stored contiguously,
// and we keep a base pointer and an advance just adds the (single) stride to the base
// pointer. That's probably your position, and we've just saved a bunch of adds in advancing
// it. Now you want to access your normal, well, you still have to do an add on the base pointer
// to get to your normal, and another to get to your color, etc. So if you really want to
// eliminate those extra adds, go ahead and use the iterator, just make sure you use
// the most focused iterator available. Like if you're just looking at position and
// normal, use the plAccPosNormIterator.
class plAccessVtxSpan
{
public:
enum Channel
{
kPosition = 0,
kWeight,
kWgtIndex,
kNormal,
kDiffuse,
kSpecular,
kUVW,
kNumValidChans,
kInvalid = 0xffff
};
// Mask versions, to be or'ed together and passed in when using plAccessGeometry::SnapShotStuff.
enum
{
kPositionMask = (1 << kPosition),
kWeightMask = (1 << kWeight),
kWgtIndexMask = (1 << kWgtIndex),
kNormalMask = (1 << kNormal),
kDiffuseMask = (1 << kDiffuse),
kSpecularMask = (1 << kSpecular),
kUVWMask = (1 << kUVW)
};
hsGDeviceRef* fVtxDeviceRef;
UInt8* fChannels[kNumValidChans];
UInt16 fStrides[kNumValidChans];
Int32 fOffsets[kNumValidChans];
UInt16 fNumWeights;
UInt16 fNumUVWsPerVert;
UInt16 fNumVerts;
//////////////////////////////////
// QUERY SECTION
// Queries on how much of what we got.
UInt32 VertCount() const { return fNumVerts; }
hsBool HasChannel(Channel chan) const { return fStrides[chan] > 0; }
hsBool HasPositions() const { return HasChannel(kPosition); }
hsBool HasWeights() const { return HasChannel(kWeight); }
int NumWeights() const { return fNumWeights; }
hsBool HasWgtIndex() const { return HasChannel(kWgtIndex); }
hsBool HasNormals() const { return HasChannel(kNormal); }
hsBool HasDiffuse() const { return HasChannel(kDiffuse); }
hsBool HasSpecular() const { return HasChannel(kSpecular); }
hsBool HasUVWs() const { return HasChannel(kUVW); }
hsBool HasUVWs(int n) { return HasChannel(kUVW) && (n <= fNumUVWsPerVert); }
int NumUVWs() const { return fNumUVWsPerVert; }
//////////////////////////////////
// ACCESSOR SECTION
hsPoint3& Position(int i) const { return *(hsPoint3*)(fChannels[kPosition] + i*fStrides[kPosition]); }
hsVector3& Normal(int i) const { return *(hsVector3*)(fChannels[kNormal] + i*fStrides[kNormal]); }
hsScalar& Weight(int iVtx, int iWgt) const { return *(hsScalar*)(fChannels[kWeight] + iVtx*fStrides[kWeight] + iWgt*sizeof(hsScalar)); }
hsScalar* Weights(int i) const { return (hsScalar*)(fChannels[kWeight] + i*fStrides[kWeight]); }
UInt32& WgtIndices(int i) const { return *(UInt32*)(fChannels[kWgtIndex] + i * fStrides[kWgtIndex]); }
UInt8& WgtIndex(int iVtx, int iWgt) const { return *(fChannels[kWgtIndex] + iVtx*fStrides[kWgtIndex] + iWgt); }
UInt32& Diffuse32(int i) const { return *(UInt32*)(fChannels[kDiffuse] + i*fStrides[kDiffuse]); }
UInt32& Specular32(int i) const { return *(UInt32*)(fChannels[kSpecular] + i*fStrides[kSpecular]); }
hsColorRGBA DiffuseRGBA(int i) const { return hsColorRGBA().FromARGB32(Diffuse32(i)); }
hsColorRGBA SpecularRGBA(int i) const { return hsColorRGBA().FromARGB32(Specular32(i)); }
// Two versions of UVW, first to get the iVtx'th vertex's iUVW'th uvw.
// Second just gets the vertex's uvw array, which is hopefully stored contiguously or we're screwed.
hsPoint3& UVW(int iVtx, int iUVW) const { return *(hsPoint3*)(fChannels[kUVW] + iVtx*fStrides[kUVW] + iUVW*sizeof(hsPoint3)); }
hsPoint3* UVWs(int i) const { return (hsPoint3*)(fChannels[kUVW] + i*fStrides[kUVW]); }
// OFFSET VERSIONS
// Tri and particle accessors call the offset versions because they have indices into the original
// buffers, but our pointers are based at the beginning of our data.
hsPoint3& PositionOff(int i) const { return *(hsPoint3*)(fChannels[kPosition] + i*fStrides[kPosition] + fOffsets[kPosition]); }
hsVector3& NormalOff(int i) const { return *(hsVector3*)(fChannels[kNormal] + i*fStrides[kNormal] + fOffsets[kNormal]); }
hsScalar& WeightOff(int iVtx, int iWgt) const { return *(hsScalar*)(fChannels[kWeight] + iVtx*fStrides[kWeight] + fOffsets[kWeight] + iWgt*sizeof(hsScalar)); }
hsScalar* WeightsOff(int i) const { return (hsScalar*)(fChannels[kWeight] + i*fStrides[kWeight] + fOffsets[kWeight]); }
UInt32& WgtIndicesOff(int i) const { return *(UInt32*)(fChannels[kWgtIndex] + i * fStrides[kWgtIndex] + fOffsets[kWgtIndex]); }
UInt8& WgtIndexOff(int iVtx, int iWgt) const { return *(fChannels[kWgtIndex] + iVtx*fStrides[kWgtIndex] + fOffsets[kWgtIndex] + iWgt); }
UInt32& Diffuse32Off(int i) const { return *(UInt32*)(fChannels[kDiffuse] + i*fStrides[kDiffuse] + fOffsets[kDiffuse]); }
UInt32& Specular32Off(int i) const { return *(UInt32*)(fChannels[kSpecular] + i*fStrides[kSpecular] + fOffsets[kSpecular]); }
hsColorRGBA DiffuseRGBAOff(int i) const { return hsColorRGBA().FromARGB32(Diffuse32Off(i)); }
hsColorRGBA SpecularRGBAOff(int i) const { return hsColorRGBA().FromARGB32(Specular32Off(i)); }
// Two versions of UVW, first to get the iVtx'th vertex's iUVW'th uvw.
// Second just gets the vertex's uvw array, which is hopefully stored contiguously or we're screwed.
hsPoint3& UVWOff(int iVtx, int iUVW) const { return *(hsPoint3*)(fChannels[kUVW] + iVtx*fStrides[kUVW] + fOffsets[kUVW] + iUVW*sizeof(hsPoint3)); }
hsPoint3* UVWsOff(int i) const { return (hsPoint3*)(fChannels[kUVW] + i*fStrides[kUVW] + fOffsets[kUVW]); }
//////////////////////////////////
// SETUP SECTION.
//////////////////////////////////
//////////////////////////////////
// Call Clear to initialize.
void ClearVerts();
// Must at least set a count and the valid channels. Note below on setting up for UVW access.
plAccessVtxSpan& SetVertCount(UInt16 c) { fNumVerts = c; return *this; }
plAccessVtxSpan& SetStream(void* p, UInt16 stride, Int32 offset, Channel chan) { fChannels[chan] = (UInt8*)p; fStrides[chan] = stride; fOffsets[chan] = offset; return *this; }
//////////////////////////////////
// Convenience versions. You get the idea.
plAccessVtxSpan& PositionStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kPosition); }
plAccessVtxSpan& NormalStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kNormal); }
plAccessVtxSpan& DiffuseStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kDiffuse); }
plAccessVtxSpan& SpecularStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kSpecular); }
plAccessVtxSpan& WeightStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kWeight); }
plAccessVtxSpan& WgtIndexStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kWgtIndex); }
plAccessVtxSpan& SetNumWeights(int n) { if( !(fNumWeights = n) ) SetStream(nil, 0, 0, kWeight).SetStream(nil, 0, 0, kWgtIndex); return *this; }
// Note on UVW access setup, you don't actually "have" to set the number of uvws per vertex,
// but one way or another you'll need to know to access the uvws. If you're going to be setting
// up the AccessSpan and passing it off for processing, you definitely better set it. But the
// accessor and iterators don't ever use it.
// Note that this means the UVWStream stride is from uvw[0][0] to uvw[1][0] in bytes.
plAccessVtxSpan& UVWStream(void* p, UInt16 stride, Int32 offset) { return SetStream(p, stride, offset, kUVW); }
plAccessVtxSpan& SetNumUVWs(int n) { if( !(fNumUVWsPerVert = n) )SetStream(nil, 0, 0, kUVW); return *this; }
//////////////////////////////////
// Cache away any device stuff that needed to be opened (locked) to get this data, so
// we can close (unlock) it later.
void SetVtxDeviceRef(hsGDeviceRef* ref) { fVtxDeviceRef = ref; }
hsGDeviceRef* GetVtxDeviceRef() const { return fVtxDeviceRef; }
};
inline void plAccessVtxSpan::ClearVerts()
{
int i;
for( i = 0; i < kNumValidChans; i++ )
{
fChannels[i] = nil;
fStrides[i] = 0;
}
fNumVerts = 0;
fNumUVWsPerVert = 0;
fNumWeights = 0;
}
template <class T> class plAccIterator
{
private:
union
{
T* fValue;
UInt8* fValueByte;
};
UInt8* fValueEnd;
plAccessVtxSpan* fAccess;
plAccessVtxSpan::Channel fChan;
void ISetEnd() { fValueEnd = fAccess->fChannels[fChan] + fAccess->fNumVerts * fAccess->fStrides[fChan]; }
public:
plAccIterator(plAccessVtxSpan* acc, plAccessVtxSpan::Channel chan) { Set(acc, chan); }
plAccIterator(const plAccIterator& accIt) { *this = accIt; }
plAccIterator() : fValueByte(nil), fValueEnd(nil), fAccess(nil), fChan(plAccessVtxSpan::kInvalid) {}
void Set(plAccessVtxSpan* acc, plAccessVtxSpan::Channel chan) { fAccess = acc; fChan = chan; ISetEnd(); }
T* Value() const { return fValue; }
int Count() const { return fAccess->VertCount(); }
int GetCount() const { return Count(); }
void Begin() { fValueByte = fAccess->fChannels[fChan]; }
void Advance() { fValueByte += fAccess->fStrides[fChan]; }
hsBool More() const { return fValueByte < fValueEnd; }
};
class plAccPositionIterator
{
protected:
plAccIterator<hsPoint3> fPosition;
public:
plAccPositionIterator(plAccessVtxSpan* acc)
: fPosition(acc, plAccessVtxSpan::kPosition) {}
plAccPositionIterator() {}
plAccPositionIterator& Set(plAccessVtxSpan* acc)
{
fPosition.Set(acc, plAccessVtxSpan::kPosition);
return *this;
}
hsPoint3* Position() const { return fPosition.Value(); }
void Begin() { fPosition.Begin(); }
void Advance() { fPosition.Advance(); }
hsBool More() const { return fPosition.More(); }
};
class plAccPosNormIterator
{
protected:
plAccIterator<hsPoint3> fPosition;
plAccIterator<hsVector3> fNormal;
public:
plAccPosNormIterator(plAccessVtxSpan* acc)
: fPosition(acc, plAccessVtxSpan::kPosition),
fNormal(acc, plAccessVtxSpan::kNormal) {}
plAccPosNormIterator() {}
plAccPosNormIterator& Set(plAccessVtxSpan* acc)
{
fPosition.Set(acc, plAccessVtxSpan::kPosition);
fNormal.Set(acc, plAccessVtxSpan::kNormal);
return *this;
}
hsPoint3* Position() const { return fPosition.Value(); }
hsVector3* Normal() const { return fNormal.Value(); }
void Begin() { fPosition.Begin(); fNormal.Begin(); }
void Advance() { fPosition.Advance(); fNormal.Advance(); }
hsBool More() const { return fPosition.More(); }
};
class plAccPosNormUVWIterator
{
protected:
plAccIterator<hsPoint3> fPosition;
plAccIterator<hsVector3> fNormal;
plAccIterator<hsPoint3> fUVW;
public:
plAccPosNormUVWIterator(plAccessVtxSpan* acc)
: fPosition(acc, plAccessVtxSpan::kPosition),
fNormal(acc, plAccessVtxSpan::kNormal),
fUVW(acc, plAccessVtxSpan::kUVW) {}
plAccPosNormUVWIterator() {}
plAccPosNormUVWIterator& Set(plAccessVtxSpan* acc)
{
fPosition.Set(acc, plAccessVtxSpan::kPosition);
fNormal.Set(acc, plAccessVtxSpan::kNormal);
fUVW.Set(acc, plAccessVtxSpan::kUVW);
return *this;
}
hsPoint3* Position() const { return fPosition.Value(); }
hsVector3* Normal() const { return fNormal.Value(); }
hsPoint3* UVWs() const { return fUVW.Value(); }
hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
void Begin() { fPosition.Begin(); fNormal.Begin(); fUVW.Begin(); }
void Advance() { fPosition.Advance(); fNormal.Advance(); fUVW.Advance(); }
hsBool More() const { return fPosition.More(); }
};
class plAccUVWIterator
{
plAccIterator<hsPoint3> fUVW;
public:
plAccUVWIterator(plAccessVtxSpan* acc)
: fUVW(acc, plAccessVtxSpan::kUVW) {}
plAccUVWIterator() {}
plAccUVWIterator& Set(plAccessVtxSpan* acc)
{
fUVW.Set(acc, plAccessVtxSpan::kUVW);
return *this;
}
hsPoint3* UVWs() const { return fUVW.Value(); }
hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
void Begin() { fUVW.Begin(); }
void Advance() { fUVW.Advance(); }
hsBool More() const { return fUVW.More(); }
};
class plAccDiffuseIterator
{
plAccIterator<UInt32> fDiffuse;
public:
plAccDiffuseIterator(plAccessVtxSpan* acc)
: fDiffuse(acc, plAccessVtxSpan::kDiffuse) {}
plAccDiffuseIterator() {}
plAccDiffuseIterator& Set(plAccessVtxSpan* acc)
{
fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
return *this;
}
UInt32* Diffuse32() const { return fDiffuse.Value(); }
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
void Begin() { fDiffuse.Begin(); }
void Advance() { fDiffuse.Advance(); }
hsBool More() const { return fDiffuse.More(); }
};
class plAccDiffSpecIterator
{
protected:
plAccIterator<UInt32> fDiffuse;
plAccIterator<UInt32> fSpecular;
public:
plAccDiffSpecIterator(plAccessVtxSpan* acc)
: fDiffuse(acc, plAccessVtxSpan::kDiffuse),
fSpecular(acc, plAccessVtxSpan::kSpecular) {}
plAccDiffSpecIterator() {}
plAccDiffSpecIterator& Set(plAccessVtxSpan* acc)
{
fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
fSpecular.Set(acc, plAccessVtxSpan::kSpecular);
return *this;
}
UInt32* Diffuse32() const { return fDiffuse.Value(); }
UInt32* Specular32() const { return fSpecular.Value(); }
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); }
void Begin() { fDiffuse.Begin(); fSpecular.Begin(); }
void Advance() { fDiffuse.Advance(); fSpecular.Advance(); }
hsBool More() const { return fDiffuse.More(); }
};
class plAccVertexIterator
{
protected:
plAccIterator<hsPoint3> fPosition;
plAccIterator<hsScalar> fWeight;
plAccIterator<UInt8> fWgtIndex;
plAccIterator<hsVector3> fNormal;
plAccIterator<UInt32> fDiffuse;
plAccIterator<UInt32> fSpecular;
plAccIterator<hsPoint3> fUVW;
public:
plAccVertexIterator(plAccessVtxSpan* acc)
: fPosition(acc, plAccessVtxSpan::kPosition),
fWeight(acc, plAccessVtxSpan::kWeight),
fWgtIndex(acc, plAccessVtxSpan::kWgtIndex),
fNormal(acc, plAccessVtxSpan::kNormal),
fDiffuse(acc, plAccessVtxSpan::kDiffuse),
fSpecular(acc, plAccessVtxSpan::kSpecular),
fUVW(acc, plAccessVtxSpan::kUVW) {}
plAccVertexIterator() {}
plAccVertexIterator& Set(plAccessVtxSpan* acc)
{
fPosition.Set(acc, plAccessVtxSpan::kPosition);
fWeight.Set(acc, plAccessVtxSpan::kWeight);
fWgtIndex.Set(acc, plAccessVtxSpan::kWgtIndex);
fNormal.Set(acc, plAccessVtxSpan::kNormal);
fDiffuse.Set(acc, plAccessVtxSpan::kDiffuse);
fSpecular.Set(acc, plAccessVtxSpan::kSpecular);
fUVW.Set(acc, plAccessVtxSpan::kUVW);
return *this;
}
hsPoint3* Position() const { return fPosition.Value(); }
hsScalar* Weights() const { return fWeight.Value(); }
hsScalar* Weight(int i) const { return fWeight.Value() + i; }
UInt32* WgtIndices() const { return (UInt32*)(fWgtIndex.Value()); }
UInt8* WgtIndex(int i) const { return fWgtIndex.Value() + i; }
hsVector3* Normal() const { return fNormal.Value(); }
hsPoint3* UVWs() const { return fUVW.Value(); }
hsPoint3* UVW(int i) const { return fUVW.Value() + i; }
UInt32* Diffuse32() const { return fDiffuse.Value(); }
UInt32* Specular32() const { return fSpecular.Value(); }
hsColorRGBA DiffuseRGBA() const { return hsColorRGBA().FromARGB32(*Diffuse32()); }
hsColorRGBA SpecularRGBA() const { return hsColorRGBA().FromARGB32(*Specular32()); }
void Begin() { fPosition.Begin(); fWeight.Begin(); fNormal.Begin(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Begin(); }
void Advance() { fPosition.Advance(); fWeight.Advance(); fNormal.Advance(); fDiffuse.Begin(); fSpecular.Begin(); fUVW.Advance(); }
hsBool More() const { return fPosition.More(); }
};
#endif // plAccessVtxSpan_inc