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/*==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==*/
//////////////////////////////////////////////////////////////////////////////
// //
// plDrawableSpans Class Functions //
// //
//// Version History /////////////////////////////////////////////////////////
// //
// 4.3.2001 mcn - Created. //
// 5.3.2001 mcn - Completely revamped. Now plDrawableSpans *IS* the group //
// of spans, and each span is either an icicle or patch. //
// This eliminates the need entirely for separate drawables,//
// at the cost of having to do a bit of extra work to //
// maintain different types of spans in the same drawable. //
// //
//////////////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "plAccessSpan.h"
#include "plAccessTriSpan.h"
#include "plDrawableSpans.h"
#include "hsStream.h"
#include "hsResMgr.h"
#include "plPipeline.h"
#include "plGeometrySpan.h"
#include "plSpaceTree.h"
#include "plParticleFiller.h"
#include "plSpaceTreeMaker.h"
#include "plClusterGroup.h"
#include "plCluster.h"
#include "plSpanTemplate.h"
#include "../plMath/hsRadixSort.h"
#include "../plSurface/hsGMaterial.h"
#include "../plSurface/plLayerInterface.h"
#include "../plPipeline/plFogEnvironment.h"
#include "../plPipeline/hsGDeviceRef.h"
#include "../plPipeline/plPipeDebugFlags.h"
#include "../pnMessage/plRefMsg.h"
#include "../pnMessage/plNodeRefMsg.h"
#include "../pnMessage/plDISpansMsg.h"
#include "../plMessage/plDeviceRecreateMsg.h"
#include "../plMessage/plRenderMsg.h"
#include "../plPipeline/plGBufferGroup.h"
#include "../pnSceneObject/plDrawInterface.h"
#include "../pnKeyedObject/plKey.h"
#include "../plParticleSystem/plParticleEmitter.h"
#include "../plParticleSystem/plParticle.h"
#include "../plGLight/plLightInfo.h"
#include "plgDispatch.h"
#include "plProfile.h"
#include "../plMath/plTriUtils.h"
#include "../pnMessage/plPipeResMakeMsg.h"
#include "../plScene/plVisMgr.h"
#include "../plScene/plVisRegion.h"
#include <algorithm>
//// Local Konstants /////////////////////////////////////////////////////////
const UInt32 plDrawableSpans::kSpanTypeMask = 0xc0000000;
const UInt32 plDrawableSpans::kSpanIDMask = ~kSpanTypeMask;
const UInt32 plDrawableSpans::kSpanTypeIcicle = 0x00000000;
const UInt32 plDrawableSpans::kSpanTypeParticleSpan = 0xc0000000;
//// Constructor & Destructor ////////////////////////////////////////////////
plDrawableSpans::plDrawableSpans() :
fSceneNode(nil),
fSpaceTree(nil)
{
fReadyToRender = false;
fProps = 0;
fCriteria = 0;
fRegisteredForRecreate = false;
fRegisteredForRender = false;
fNeedCleanup = false;
fOptimized = true;
fSettingMatIdxLock = false;
fSkinTime = 0;
fType = kNormal;
fMaterials.Reset();
fLocalToWorld.Reset();
fWorldToLocal.Reset();
fVisSet.SetBit(0);
}
plDrawableSpans::~plDrawableSpans()
{
int i;
for( i = 0; i < fGroups.GetCount(); i++ )
{
delete fGroups[ i ];
}
fGroups.Reset();
/// Loop and delete both our types of spans
for( i = 0; i < fSpans.GetCount(); i++ )
fSpans[ i ]->Destroy();
fSpans.Reset();
fIcicles.Reset();
fParticleSpans.Reset();
for( i = 0; i < fSourceSpans.GetCount(); i++ )
delete fSourceSpans[ i ];
fSourceSpans.Reset();
/// Loop and unref our materials
if( GetKey() != nil )
{
for( i = 0; i < fMaterials.GetCount(); i++ )
{
if( fMaterials[ i ] != nil && fMaterials[ i ]->GetKey() != nil )
GetKey()->Release( fMaterials[ i ]->GetKey() );
}
}
fMaterials.Reset();
delete fSpaceTree;
for( i = 0; i < fDIIndices.GetCount(); i++ )
delete fDIIndices[ i ];
fDIIndices.Reset();
if( fRegisteredForRecreate )
plgDispatch::Dispatch()->UnRegisterForExactType( plDeviceRecreateMsg::Index(), GetKey() );
if( fRegisteredForRender )
plgDispatch::Dispatch()->UnRegisterForExactType( plRenderMsg::Index(), GetKey() );
}
void plDrawableSpans::SetKey(plKey k)
{
hsKeyedObject::SetKey(k);
if( k )
{
fRegisteredForRecreate = true;
plgDispatch::Dispatch()->RegisterForExactType(plDeviceRecreateMsg::Index(), GetKey());
plgDispatch::Dispatch()->RegisterForExactType(plPipeGeoMakeMsg::Index(), GetKey());
}
}
//// ChangeSceneNode /////////////////////////////////////////////////////////
void plDrawableSpans::SetSceneNode( plKey newNode )
{
plKey curNode=GetSceneNode();
if( curNode == newNode )
return;
if( newNode )
{
plNodeRefMsg* refMsg = TRACKED_NEW plNodeRefMsg(newNode, plNodeRefMsg::kOnRequest, -1, plNodeRefMsg::kDrawable);
hsgResMgr::ResMgr()->SendRef(GetKey(), refMsg, plRefFlags::kActiveRef);
}
if( curNode )
{
curNode->Release(GetKey());
}
fSceneNode = newNode;
}
//// PrepForRender ///////////////////////////////////////////////////////////
void plDrawableSpans::PrepForRender( plPipeline *p )
{
/// If we're not registered for this message, register for it so we know when
/// we need to refresh the buffers
if( !fRegisteredForRecreate && GetKey() != nil )
{
fRegisteredForRecreate = true;
plgDispatch::Dispatch()->RegisterForExactType( plDeviceRecreateMsg::Index(), GetKey() );
}
if( !fReadyToRender )
{
UInt32 i;
for( i = 0; i < fGroups.GetCount(); i++ )
{
// Each group will decide whether it needs to be prepped
fGroups[ i ]->PrepForRendering( p, false );
}
fReadyToRender = true;
}
if( fParticleSpans.GetCount() )
{
UInt32 i;
#if 0
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[ i ]->fTypeMask & plSpan::kParticleSpan )
{
plParticleSpan* span = (plParticleSpan*)fSpans[i];
plParticleFiller::FillParticles(p, this, span);
}
}
#else
for( i = 0; i < fParticleSpans.GetCount(); i++ )
{
plParticleFiller::FillParticles(p, this, &fParticleSpans[i]);
}
#endif
}
}
void plDrawableSpans::SetDISpanVisSet(UInt32 diIndex, hsKeyedObject* ref, hsBool on)
{
// Could actually do something here to neutralize bones, but we're not.
// Main thing is that if it's Matrix Only, then the indices are into
// the LocalToWorlds, not into fSpans
if( fDIIndices[diIndex]->IsMatrixOnly() )
return;
plVisRegion* reg = plVisRegion::ConvertNoRef(ref);
if( !reg )
return;
hsBool isNot = reg->GetProperty(plVisRegion::kIsNot);
UInt32 visRegIndex = reg->GetIndex();
if( isNot )
{
fVisNot.SetBit(visRegIndex, on);
int i;
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->SetVisNot(visRegIndex, on);
}
}
else
{
fVisSet.SetBit(visRegIndex, on);
int i;
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->SetVisBit(visRegIndex, on);
// HACKAGE
// We need to be more careful about when we set and clear this bit,
// but not today.
// Okay, today. mf
if( reg->ReplaceNormal() )
fSpans[spanIndex]->SetVisBit(plVisMgr::kNormal, false);
}
}
}
void plDrawableSpans::SetVisSet(plVisMgr* visMgr)
{
plProfile_Extern(VisSelect);
plProfile_BeginTiming(VisSelect);
if( visMgr )
{
const hsBitVector& visSet = visMgr->GetVisSet();
const hsBitVector& visNot = visMgr->GetVisNot();
// Go through some contortions to not be new[]'ing and delete[]'ing.
static hsBitVector myVis;
static hsBitVector myNot;
// myVis = (visSet ^ fLastVisSet) & fVisSet;
myVis = visSet;
myVis ^= fLastVisSet;
myVis &= fVisSet;
// myNot = (visNot ^ fLastVisNot) & fVisNot;
myNot = visNot;
myNot ^= fLastVisNot;
myNot &= fVisNot;
// myVis = myVis | myNot
myVis |= myNot;
GetSpaceTree()->SetCache(&fVisCache);
if( !myVis.Empty() )
{
fVisCache.Clear();
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( !fSpans[i]->GetVisNot().Overlap(visNot) && fSpans[i]->GetVisSet().Overlap(visSet) )
{
GetSpaceTree()->EnableLeaf(i, fVisCache);
}
}
fLastVisSet = visSet;
fLastVisNot = visNot;
}
}
else
{
GetSpaceTree()->SetCache(nil);
}
plProfile_EndTiming(VisSelect);
}
// Here's the problem. When we update one of the matrices in the matrix palette,
// we've invalidated the current bounds of all the spans that use it. The skinning
// matrix may have moved the spans, or may just have stretched them, but either
// way, they aren't right any more. Wait, it gets worse. We're going to have a bunch
// of SetTransform calls come in, and then some time later, without our knowledge,
// our bounds (via the space tree and PageTreeMgr) will be used to evaluate whether
// to bother drawing us. Clearly, if we're going to keep our bounds up to date, we
// want to wait until all the SetTransforms have come in, and then update our bounds
// all at once, but before the visibility determination phase kicks in.
// The alternative is to make the local bounds conservative. We bloat out the local
// bounds on export so that whereever the skinning matrices push us around, we're
// still inside the local bounds. This is certainly cheaper to compute (all computation
// is offline), but gives a less tight bounds. Whether the conservative bounds is
// tight enough will depend on how the skinning is actually being used.
//
// Therefore I'm deferring decision on which way to go, and putting in this temp hack
// which does it the dumbest way possible while still being correct.
//
// So recap:
// If we need tight up-to-date bounds, we'll probably send a system message between
// the update phase (Eval Msg) and the render phase, only marking as dirty the changed
// palette matrices.
// If conservative bounds are good enough, we'll need to compute those from the skinning
// animations offline.
void plDrawableSpans::IUpdateMatrixPaletteBoundsHack()
{
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[i]->fNumMatrices && !(fSpans[i]->fProps & plSpan::kPropNoDraw) )
{
hsBounds3Ext bnd = fSpans[i]->fLocalBounds;
const hsMatrix44& xfm0 = fSpans[i]->fMaxBoneIdx ? fLocalToWorlds[fSpans[i]->fBaseMatrix + fSpans[i]->fMaxBoneIdx] : fSpans[i]->fLocalToWorld;
bnd.Transform(&xfm0);
fSpans[i]->fWorldBounds = bnd;
bnd = fSpans[i]->fLocalBounds;
const hsMatrix44& xfm1 = fSpans[i]->fPenBoneIdx ? fLocalToWorlds[fSpans[i]->fBaseMatrix + fSpans[i]->fPenBoneIdx] : fSpans[i]->fLocalToWorld;
bnd.Transform(&xfm1);
fSpans[i]->fWorldBounds.Union(&bnd);
GetSpaceTree()->MoveLeaf(i, fSpans[i]->fWorldBounds);
}
}
}
hsBool plDrawableSpans::IBoundsInvalid(const hsBounds3Ext& bnd) const
{
int i;
for( i = 0; i < 3; i++ )
{
const hsScalar kLimit(1.e5f);
if( bnd.GetMaxs()[i] > kLimit )
return true;
if( bnd.GetMins()[i] < -kLimit )
return true;
}
return false;
}
//// SetTransform ////////////////////////////////////////////////////////////
static inline hsMatrix44 IMatrixMul34(const hsMatrix44& lhs, const hsMatrix44& rhs)
{
hsMatrix44 ret;
ret.NotIdentity();
ret.fMap[3][0] = ret.fMap[3][1] = ret.fMap[3][2] = 0;
ret.fMap[3][3] = 1.f;
ret.fMap[0][0] = lhs.fMap[0][0] * rhs.fMap[0][0]
+ lhs.fMap[0][1] * rhs.fMap[1][0]
+ lhs.fMap[0][2] * rhs.fMap[2][0];
ret.fMap[0][1] = lhs.fMap[0][0] * rhs.fMap[0][1]
+ lhs.fMap[0][1] * rhs.fMap[1][1]
+ lhs.fMap[0][2] * rhs.fMap[2][1];
ret.fMap[0][2] = lhs.fMap[0][0] * rhs.fMap[0][2]
+ lhs.fMap[0][1] * rhs.fMap[1][2]
+ lhs.fMap[0][2] * rhs.fMap[2][2];
ret.fMap[0][3] = lhs.fMap[0][0] * rhs.fMap[0][3]
+ lhs.fMap[0][1] * rhs.fMap[1][3]
+ lhs.fMap[0][2] * rhs.fMap[2][3]
+ lhs.fMap[0][3];
ret.fMap[1][0] = lhs.fMap[1][0] * rhs.fMap[0][0]
+ lhs.fMap[1][1] * rhs.fMap[1][0]
+ lhs.fMap[1][2] * rhs.fMap[2][0];
ret.fMap[1][1] = lhs.fMap[1][0] * rhs.fMap[0][1]
+ lhs.fMap[1][1] * rhs.fMap[1][1]
+ lhs.fMap[1][2] * rhs.fMap[2][1];
ret.fMap[1][2] = lhs.fMap[1][0] * rhs.fMap[0][2]
+ lhs.fMap[1][1] * rhs.fMap[1][2]
+ lhs.fMap[1][2] * rhs.fMap[2][2];
ret.fMap[1][3] = lhs.fMap[1][0] * rhs.fMap[0][3]
+ lhs.fMap[1][1] * rhs.fMap[1][3]
+ lhs.fMap[1][2] * rhs.fMap[2][3]
+ lhs.fMap[1][3];
ret.fMap[2][0] = lhs.fMap[2][0] * rhs.fMap[0][0]
+ lhs.fMap[2][1] * rhs.fMap[1][0]
+ lhs.fMap[2][2] * rhs.fMap[2][0];
ret.fMap[2][1] = lhs.fMap[2][0] * rhs.fMap[0][1]
+ lhs.fMap[2][1] * rhs.fMap[1][1]
+ lhs.fMap[2][2] * rhs.fMap[2][1];
ret.fMap[2][2] = lhs.fMap[2][0] * rhs.fMap[0][2]
+ lhs.fMap[2][1] * rhs.fMap[1][2]
+ lhs.fMap[2][2] * rhs.fMap[2][2];
ret.fMap[2][3] = lhs.fMap[2][0] * rhs.fMap[0][3]
+ lhs.fMap[2][1] * rhs.fMap[1][3]
+ lhs.fMap[2][2] * rhs.fMap[2][3]
+ lhs.fMap[2][3];
return ret;
}
#include "../plStatusLog/plStatusLog.h"
#ifdef MF_TEST_UPDATE
plProfile_CreateCounter("DSSetTrans", "Update", DSSetTrans);
plProfile_CreateCounter("DSMatSpans", "Update", DSMatSpans);
plProfile_CreateCounter("DSRegSpans", "Update", DSRegSpans);
plProfile_CreateTimer("DSSetTransT", "Update", DSSetTransT);
plProfile_CreateTimer("DSMatTransT", "Update", DSMatTransT);
plProfile_CreateTimer("DSRegTransT", "Update", DSRegTransT);
plProfile_CreateTimer("DSBndTransT", "Update", DSBndTransT);
#endif // MF_TEST_UPDATE
plDrawable& plDrawableSpans::SetTransform( UInt32 index, const hsMatrix44& l2w, const hsMatrix44& w2l )
{
#ifdef MF_TEST_UPDATE
plProfile_IncCount(DSSetTrans, 1);
plProfile_BeginTiming(DSSetTransT);
#endif // MF_TEST_UPDATE
if( index == (UInt32)-1 )
{
fLocalToWorld = l2w;
fWorldToLocal = w2l;
fWorldBounds = fLocalBounds;
fWorldBounds.Transform( &l2w );
}
else
{
int i;
UInt32 idx;
plDISpanIndex *spans = fDIIndices[ index ];
if( spans->IsMatrixOnly() )
{
#ifdef MF_TEST_UPDATE
plProfile_IncCount(DSMatSpans, spans->GetCount());
plProfile_BeginTiming(DSMatTransT);
#endif // MF_TEST_UPDATE
for( i = 0; i < spans->GetCount(); i++ )
{
#if 0
fLocalToWorlds[ (*spans)[ i ] ] = l2w * fLocalToBones[ (*spans)[ i ] ];
fWorldToLocals[ (*spans)[ i ] ] = fBoneToLocals[ (*spans)[ i ] ] * w2l;
#else
fLocalToWorlds[ (*spans)[ i ] ] = IMatrixMul34(l2w, fLocalToBones[ (*spans)[ i ] ]);
fWorldToLocals[ (*spans)[ i ] ] = IMatrixMul34(fBoneToLocals[ (*spans)[ i ] ], w2l);
#endif
}
#ifdef MF_TEST_UPDATE
plProfile_EndTiming(DSMatTransT);
#endif // MF_TEST_UPDATE
}
else if( !spans->DontTransform() )
{
#ifdef MF_TEST_UPDATE
plProfile_IncCount(DSRegSpans, spans->GetCount());
#endif // MF_TEST_UPDATE
for( i = 0; i < spans->GetCount(); i++ )
{
#ifdef MF_TEST_UPDATE
plProfile_BeginTiming(DSRegTransT);
#endif // MF_TEST_UPDATE
idx = (*spans)[ i ];
plSpan *mSpan = fSpans[ idx ];
mSpan->fLocalToWorld = l2w;
mSpan->fWorldToLocal = w2l;
mSpan->fWorldBounds = mSpan->fLocalBounds;
mSpan->fWorldBounds.Transform( &l2w );
if( fSourceSpans.GetCount() > idx )
{
/// If we have a geoSpan for this, update its transform as well,
/// just in case we need to use it later (<cough> SceneViewer reshade <cough>)
if( fSourceSpans[ idx ] == nil )
{
plStatusLog::AddLineS( "pipeline.log", 0xffffffff, "Nil source spans found in SetTransform()" );
}
fSourceSpans[ idx ]->fLocalToWorld = l2w;
fSourceSpans[ idx ]->fWorldToLocal = w2l;
}
#ifdef MF_TEST_UPDATE
plProfile_EndTiming(DSRegTransT);
plProfile_BeginTiming(DSBndTransT);
#endif // MF_TEST_UPDATE
if( IBoundsInvalid(mSpan->fWorldBounds) )
{
mSpan->fProps |= kPropNoDraw;
GetSpaceTree()->SetLeafFlag((Int16)idx, plSpaceTreeNode::kDisabled, true);
}
else
{
GetSpaceTree()->MoveLeaf((Int16)((*spans)[i]), mSpan->fWorldBounds);
}
#ifdef MF_TEST_UPDATE
plProfile_EndTiming(DSBndTransT);
#endif // MF_TEST_UPDATE
}
}
#ifdef MF_TEST_UPDATE
plProfile_BeginTiming(DSBndTransT);
#endif // MF_TEST_UPDATE
fWorldBounds = GetSpaceTree()->GetNode(GetSpaceTree()->GetRoot()).GetWorldBounds();
#ifdef MF_TEST_UPDATE
plProfile_EndTiming(DSBndTransT);
#endif // MF_TEST_UPDATE
}
#ifdef MF_TEST_UPDATE
plProfile_EndTiming(DSSetTransT);
#endif // MF_TEST_UPDATE
// Might want to assert that MaxWorldBounds still contains WorldBounds.
return *this;
}
void plDrawableSpans::SetNativeTransform(UInt32 idx, const hsMatrix44& l2w, const hsMatrix44& w2l)
{
if( idx == UInt32(-1) )
{
hsAssert(false, "Invalid index to SetNativeTransform");
}
else
{
plSpan* span = fSpans[idx];
span->fLocalToWorld = l2w;
span->fWorldToLocal = w2l;
span->fWorldBounds = span->fLocalBounds;
span->fWorldBounds.Transform(&l2w);
if( fSourceSpans.GetCount() > idx )
{
fSourceSpans[idx]->fLocalToWorld = l2w;
fSourceSpans[idx]->fWorldToLocal = w2l;
}
if( IBoundsInvalid(span->fWorldBounds) )
{
SetNativeProperty( idx, kPropNoDraw, true);
}
else
{
GetSpaceTree()->MoveLeaf((Int16)idx, span->fWorldBounds);
}
}
}
//// GetLocalToWorld & GetWorldToLocal ///////////////////////////////////////
const hsMatrix44& plDrawableSpans::GetLocalToWorld( UInt32 span ) const
{
if( span == (UInt32)-1 )
return fLocalToWorld;
return fSpans[ span ]->fLocalToWorld;
}
const hsMatrix44& plDrawableSpans::GetWorldToLocal( UInt32 span ) const
{
if( span == (UInt32)-1 )
return fWorldToLocal;
return fSpans[ span ]->fWorldToLocal;
}
//// Set/GetNativeProperty ///////////////////////////////////////////////////
plDrawable& plDrawableSpans::SetNativeProperty( UInt32 index, int prop, hsBool on)
{
int i;
if( index == (UInt32)-1 )
{
hsAssert(false, "Invalid index to SetNativeProperty");
}
else
{
plDISpanIndex *spans = fDIIndices[ index ];
if( !spans->IsMatrixOnly() )
{
if( on )
{
for( i = 0; i < spans->GetCount(); i++ )
fSpans[ (*spans)[ i ] ]->fProps |= prop;
}
else
{
for( i = 0; i < spans->GetCount(); i++ )
fSpans[ (*spans)[ i ] ]->fProps &= ~prop;
}
if( (prop & kPropNoDraw) )
{
for( i = 0; i < spans->GetCount(); i++ )
GetSpaceTree()->SetLeafFlag((Int16)((*spans)[ i ]), plSpaceTreeNode::kDisabled, on);
}
}
}
return *this;
}
hsBool plDrawableSpans::GetNativeProperty( UInt32 index, int prop ) const
{
int i;
UInt32 ret = false;
if( index == (UInt32)-1 )
{
for( i = 0; i < fSpans.GetCount(); i++ )
ret |= ( fSpans[ i ]->fProps & prop );
}
else
{
plDISpanIndex& spans = *fDIIndices[ index ];
if( !spans.IsMatrixOnly() )
{
for( i = 0; i < spans.GetCount(); i++ )
ret |= ( fSpans[ spans[ i ] ]->fProps & prop );
}
}
return ret != 0;
}
plDrawable& plDrawableSpans::SetSubType(UInt32 index, plSubDrawableType t, hsBool on)
{
if( UInt32(-1) == index )
{
if( on )
{
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
fSpans[i]->fSubType |= t;
}
else
{
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
fSpans[i]->fSubType &= ~t;
}
}
else
{
plDISpanIndex& spans = *fDIIndices[ index ];
if( on )
{
int i;
for( i = 0; i < spans.GetCount(); i++ )
fSpans[ spans[i] ]->fSubType |= t;
}
else
{
int i;
for( i = 0; i < spans.GetCount(); i++ )
fSpans[ spans[i] ]->fSubType &= ~t;
}
}
return *this;
}
UInt32 plDrawableSpans::GetSubType(UInt32 index) const
{
UInt32 retVal = 0;
if( UInt32(-1) == index )
{
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
retVal |= fSpans[i]->fSubType;
}
else
{
plDISpanIndex& spans = *fDIIndices[ index ];
int i;
for( i = 0; i < spans.GetCount(); i++ )
retVal |= fSpans[ spans[i] ]->fSubType;
}
return retVal;
}
//// IXlateSpanProps /////////////////////////////////////////////////////////
// Never used yet--just here in case we ever need it
UInt32 plDrawableSpans::IXlateSpanProps( UInt32 props, hsBool xlateToSpan )
{
UInt32 retProps = 0;
if( xlateToSpan )
{
/// Drawable props to plSpan props
if( props & kPropNoDraw ) retProps |= plSpan::kPropNoDraw;
if( props & kPropSortFaces ) retProps |= plSpan::kPropFacesSortable;
}
else
{
/// plSpan props to Drawable props
if( props & plSpan::kPropNoDraw ) retProps |= kPropNoDraw;
if( props & plSpan::kPropFacesSortable ) retProps |= kPropSortFaces;
}
return retProps;
}
//// Set/GetProperty /////////////////////////////////////////////////////////
// Sets/gets a property just like the normal Set/GetNativeProperty, but the
// flag taken in is from plDrawInterface, not our props flags. So we have to
// translate...
plDrawable& plDrawableSpans::SetProperty( UInt32 index, int diProp, hsBool on )
{
switch( diProp )
{
case plDrawInterface::kDisable:
return SetNativeProperty( index, kPropNoDraw, on );
default:
hsAssert( false, "Bad property passed to SetProperty" );
}
return *this;
}
hsBool plDrawableSpans::GetProperty( UInt32 index, int diProp ) const
{
switch( diProp )
{
case plDrawInterface::kDisable:
return GetNativeProperty( index, kPropNoDraw );
default:
hsAssert( false, "Bad property passed to SetProperty" );
}
return false;
}
plDrawable& plDrawableSpans::SetProperty( int prop, hsBool on )
{
switch( prop )
{
case plDrawInterface::kDisable:
{
int i;
for (i=0; i<fIcicles.Count(); i++)
if (on)
fIcicles[i].fProps |= kPropNoDraw;
else
fIcicles[i].fProps &= ~kPropNoDraw;
IQuickSpaceTree();
}
return SetNativeProperty( kPropNoDraw, on );
default:
hsAssert( false, "Bad property passed to SetProperty" );
}
return *this;
}
hsBool plDrawableSpans::GetProperty( int prop ) const
{
switch( prop )
{
case plDrawInterface::kDisable:
return GetNativeProperty( kPropNoDraw );
default:
hsAssert( false, "Bad property passed to SetProperty" );
}
return false;
}
//// Get*Bounds //////////////////////////////////////////////////////////////
const hsBounds3Ext& plDrawableSpans::GetLocalBounds( UInt32 index ) const
{
int i;
static hsBounds3Ext bnd;
if( index == (UInt32)-1 )
return fLocalBounds;
plDISpanIndex *spans = fDIIndices[ index ];
bnd.MakeEmpty();
if( !spans->IsMatrixOnly() )
{
for( i = 0; i < spans->GetCount(); i++ )
{
bnd.Union( &fSpans[ (*spans)[ i ] ]->fLocalBounds );
}
}
return bnd;
}
const hsBounds3Ext& plDrawableSpans::GetWorldBounds( UInt32 index ) const
{
int i;
static hsBounds3Ext bnd;
if( index == (UInt32)-1 )
return fWorldBounds;
plDISpanIndex *spans = fDIIndices[ index ];
bnd.MakeEmpty();
if( !spans->IsMatrixOnly() )
{
for( i = 0; i < spans->GetCount(); i++ )
{
bnd.Union( &fSpans[ (*spans)[ i ] ]->fWorldBounds );
}
}
return bnd;
}
const hsBounds3Ext& plDrawableSpans::GetMaxWorldBounds( UInt32 index ) const
{
return GetWorldBounds( index );
}
//// Read ////////////////////////////////////////////////////////////////////
// We read each in the array of icicles,
// then we read in an array of indices that we translate into
// pointers. Note: since materials and fog environments are shared,
// we read those keys last, so we don't have to have separate messages for
// each.
void plDrawableSpans::Read( hsStream* s, hsResMgr* mgr )
{
UInt32 i, j, count, count2;
hsBool gotSkin = false;
plGBufferGroup *group;
plRefMsg *refMsg;
plDrawable::Read(s, mgr);
fProps = s->ReadSwap32();
fCriteria = s->ReadSwap32();
fRenderLevel.fLevel = s->ReadSwap32();
/// Read in the material keys
count = s->ReadSwap32();
fMaterials.SetCountAndZero( count );
for( i = 0; i < count; i++ )
{
refMsg = TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kMsgMaterial );
mgr->ReadKeyNotifyMe( s, refMsg, plRefFlags::kActiveRef );
}
/// Read the icicles in
count = s->ReadSwap32();
fIcicles.SetCount( count );
for( i = 0; i < count; i++ )
{
fIcicles[ i ].Read( s );
if( fIcicles[ i ].fNumMatrices )
gotSkin = true;
}
/// Read the patches in
// FIXME MAJOR VERSION
// no more patches, remove this line
count = s->ReadSwap32();
/// Now read the index array in and use it to create a pointer table
fSpanSourceIndices.Reset();
fSpans.Reset();
count = s->ReadSwap32();
for( i = 0; i < count; i++ )
{
j = s->ReadSwap32();
switch( j & kSpanTypeMask )
{
case kSpanTypeIcicle: fSpans.Append( (plSpan *)&fIcicles[ j & kSpanIDMask ] ); break;
case kSpanTypeParticleSpan: fSpans.Append( (plSpan *)&fParticleSpans[ j & kSpanIDMask ] ); break;
}
fSpanSourceIndices.Append( j );
if( fSpans[ fSpans.GetCount() - 1 ]->fTypeMask & plSpan::kParticleSpan )
{
plParticleSpan *span = (plParticleSpan *)fSpans[ fSpans.GetCount() - 1 ];
span->fSrcSpanIdx = fSpans.GetCount() - 1;
}
}
// Rebuild bit vectors for various span types
IBuildVectors();
/// Now that we have our pointer array, read in the common keys (fog environs, etc)
for( i = 0; i < count; i++ )
{
// Ref message for the fog environment
refMsg = TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, i, kMsgFogEnviron );
mgr->ReadKeyNotifyMe( s, refMsg, plRefFlags::kActiveRef );
}
/// Read in bounds and stuff
if( count > 0 )
{
fLocalBounds.Read(s);
fWorldBounds.Read(s);
fMaxWorldBounds.Read(s);
}
else
{
fLocalBounds.MakeEmpty();
fWorldBounds.MakeEmpty();
fMaxWorldBounds.MakeEmpty();
}
for( i = 0; i < count; i++ )
{
if( fSpans[i]->fProps & plSpan::kPropHasPermaLights )
{
UInt32 lcnt = s->ReadSwap32();
int j;
for( j = 0; j < lcnt; j++ )
{
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, i, kMsgPermaLight), plRefFlags::kPassiveRef);
}
}
if( fSpans[i]->fProps & plSpan::kPropHasPermaProjs )
{
UInt32 lcnt = s->ReadSwap32();
int j;
for( j = 0; j < lcnt; j++ )
{
mgr->ReadKeyNotifyMe( s, TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, i, kMsgPermaProj), plRefFlags::kPassiveRef);
}
}
}
/// Read in the source spans if necessary
count = s->ReadSwap32();
if( count > 0 )
{
fSourceSpans.SetCount( count );
for( i = 0; i < count; i++ )
{
fSourceSpans[ i ] = TRACKED_NEW plGeometrySpan;
fSourceSpans[ i ]->Read( s );
fSourceSpans[ i ]->fMaterial = GetMaterial( fSpans[ i ]->fMaterialIdx );
fSourceSpans[ i ]->fFogEnviron = fSpans[ i ]->fFogEnvironment;
fSourceSpans[ i ]->fSpanRefIndex = i;
}
}
else
fSourceSpans.Reset();
/// Read in the matrix palette (if any)
count = s->ReadSwap32();
fLocalToWorlds.SetCount(count);
fWorldToLocals.SetCount(count);
fLocalToBones.SetCount(count);
fBoneToLocals.SetCount(count);
for( i = 0; i < count; i++ )
{
fLocalToWorlds[i].Read(s);
fWorldToLocals[i].Read(s);
fLocalToBones[i].Read(s);
fBoneToLocals[i].Read(s);
}
/// Read in the drawInterface index arrays
count = s->ReadSwap32();
fDIIndices.SetCountAndZero( count );
for( i = 0; i < count; i++ )
{
fDIIndices[ i ] = TRACKED_NEW plDISpanIndex;
fDIIndices[ i ]->fFlags = (UInt8)(s->ReadSwap32());
count2 = s->ReadSwap32();
fDIIndices[ i ]->SetCountAndZero( count2 );
for( j = 0; j < count2; j++ )
(*fDIIndices[ i ])[ j ] = s->ReadSwap32();
}
/// Read the groups in
count = s->ReadSwap32();
while( count-- )
{
group = TRACKED_NEW plGBufferGroup(0, fProps & kPropVolatile, fProps & kPropSortFaces);
group->Read( s );
fGroups.Append( group );
}
if( fProps & kPropSortFaces )
{
for( i = 0; i < fSpans.GetCount(); i++ )
IMakeSpanSortable(i);
}
/// Other stuff now
fSpaceTree = plSpaceTree::ConvertNoRef(mgr->ReadCreatable(s));
fSceneNode = mgr->ReadKey(s);
plNodeRefMsg* nRefMsg = TRACKED_NEW plNodeRefMsg(fSceneNode, plRefMsg::kOnCreate, -1, plNodeRefMsg::kDrawable);
mgr->AddViaNotify(GetKey(), nRefMsg, plRefFlags::kActiveRef);
if( GetNativeProperty(plDrawable::kPropCharacter) )
{
fVisSet.SetBit(plVisMgr::kCharacter, true);
for( i = 0; i < fSpans.GetCount(); i++ )
fSpans[i]->SetVisBit(plVisMgr::kCharacter, true);
}
// Placeholder hack - see IUpdateMatrixPaletteBoundsHack() for comments
if( gotSkin )
{
fRegisteredForRender = true;
plgDispatch::Dispatch()->RegisterForExactType( plRenderMsg::Index(), GetKey() );
}
fReadyToRender = false;
}
//// ITestMatForSpecularity //////////////////////////////////////////////////
hsBool plDrawableSpans::ITestMatForSpecularity( hsGMaterial *mat )
{
int i;
for( i = 0; i < mat->GetNumLayers(); i++ )
{
if( mat->GetLayer( i )->GetShadeFlags() && hsGMatState::kShadeSpecular )
return true;
}
return false;
}
#include "plProfile.h"
plProfile_CreateTimer("MatrixPalleteHack", "RenderSetup", PalletteHack);
//// MsgReceive //////////////////////////////////////////////////////////////
hsBool plDrawableSpans::MsgReceive( plMessage* msg )
{
plGenRefMsg *refMsg = plGenRefMsg::ConvertNoRef( msg );
int i;
hsBool hasSpec;
if( refMsg )
{
if( refMsg->fType == kMsgMaterial )
{
/// Material add/remove on this drawable
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fMaterials.GetCount(), "Invalid material index" );
fMaterials[ refMsg->fWhich ] = hsGMaterial::ConvertNoRef( refMsg->GetRef() );
if( !fSettingMatIdxLock )
{
// Now find all spans with this material and mark them as using or not using specular
hasSpec = ITestMatForSpecularity( fMaterials[ refMsg->fWhich ] );
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[ i ] != nil && fSpans[ i ]->fMaterialIdx == refMsg->fWhich )
{
if( hasSpec )
fSpans[ i ]->fProps |= plSpan::kPropMatHasSpecular;
else
fSpans[ i ]->fProps &= ~plSpan::kPropMatHasSpecular;
}
}
}
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
hsAssert( refMsg->fWhich < fMaterials.GetCount(), "Invalid material index" );
fMaterials[ refMsg->fWhich ] = nil;
}
return true;
}
else if( refMsg->fType == kMsgFogEnviron )
{
/// Fog environment add/remove on this drawable
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fSpans.GetCount(), "Shesh, send us valid data, will ya??" );
fSpans[ refMsg->fWhich ]->fFogEnvironment = plFogEnvironment::ConvertNoRef( refMsg->GetRef() );
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
UInt32 i;
plFogEnvironment *fog = plFogEnvironment::ConvertNoRef( refMsg->GetRef() );
for( i = 0; i < GetNumSpans(); i++ )
{
if( fSpans[ i ]->fFogEnvironment == fog )
{
fSpans[ i ]->fFogEnvironment = nil;
break;
}
}
}
return true;
}
else if( refMsg->fType == kMsgPermaLight )
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fSpans.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
fSpans[refMsg->fWhich]->AddPermaLight(li, false);
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
hsAssert( refMsg->fWhich < fSpans.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = (plLightInfo*)refMsg->GetRef();
fSpans[refMsg->fWhich]->RemovePermaLight(li, false);
}
return true;
}
else if( refMsg->fType == kMsgPermaProj )
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fSpans.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
fSpans[refMsg->fWhich]->AddPermaLight(li, true);
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
hsAssert( refMsg->fWhich < fSpans.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = (plLightInfo*)refMsg->GetRef();
fSpans[refMsg->fWhich]->RemovePermaLight(li, true);
}
return true;
}
else if( refMsg->fType == kMsgPermaLightDI )
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fDIIndices.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
int diIndex = int(refMsg->fWhich);
if( (diIndex >= 0)
&& !fDIIndices[ diIndex ]->IsMatrixOnly() )
{
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->AddPermaLight(li, false);
}
}
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
hsAssert( refMsg->fWhich < fDIIndices.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
int diIndex = int(refMsg->fWhich);
if( (diIndex >= 0)
&& !fDIIndices[ diIndex ]->IsMatrixOnly() )
{
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->RemovePermaLight(li, false);
}
}
}
return true;
}
else if( refMsg->fType == kMsgPermaProjDI )
{
if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) )
{
hsAssert( refMsg->fWhich < fDIIndices.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
int diIndex = int(refMsg->fWhich);
if( (diIndex >= 0)
&& !fDIIndices[ diIndex ]->IsMatrixOnly() )
{
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->AddPermaLight(li, true);
}
}
}
else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) )
{
hsAssert( refMsg->fWhich < fDIIndices.GetCount(), "Shesh, send us valid data, will ya??" );
plLightInfo* li = plLightInfo::ConvertNoRef(refMsg->GetRef());
int diIndex = int(refMsg->fWhich);
if( (diIndex >= 0)
&& !fDIIndices[ diIndex ]->IsMatrixOnly() )
{
for( i = 0; i < fDIIndices[ diIndex ]->GetCount(); i++ )
{
int spanIndex = (*fDIIndices[diIndex])[i];
fSpans[spanIndex]->RemovePermaLight(li, true);
}
}
}
return true;
}
}
else if( plDeviceRecreateMsg::ConvertNoRef( msg ) != nil )
{
/// Device recreation message--just reset our flag so we refresh buffer groups
fReadyToRender = false;
return true;
}
else if( plRenderMsg::ConvertNoRef( msg ) )
{
plProfile_BeginLap(PalletteHack, this->GetKey()->GetUoid().GetObjectName());
IUpdateMatrixPaletteBoundsHack();
// Last thing here. We have a bit list of which of our spans are skinned and
// thus need to be re-blended each frame. However, we don't want to blend them
// multiple times per frame if at all possible. Since the pipeline already checks
// our bitfield, what we *really* do is make a copy and give the pipeline our copy.
// The pipeline will then clear out those bits as it blends them, and then we simply
// re-set them here, since plRenderMsg is sent once before all the rendering is done :)
fFakeBlendingSpanVector = fBlendingSpanVector;
plProfile_EndLap(PalletteHack, this->GetKey()->GetUoid().GetObjectName());
return true;
}
plDISpansMsg* diMsg = plDISpansMsg::ConvertNoRef(msg);
if( diMsg )
{
if( diMsg->fType == plDISpansMsg::kRemovingSpan )
{
// If the only set of spans we've got is about to be removed,
// (and we're not flagged to stick around) then just
// kill ourselves entirely.
if( fDIIndices.GetCount() < 2 && !(diMsg->fFlags & plDISpansMsg::kLeaveEmptyDrawable) )
{
hsAssert(diMsg->fIndex + 1 == fDIIndices.GetCount(), "Deleting the an unknown set of indices");
if( GetSceneNode() )
{
GetSceneNode()->Release(GetKey());
}
}
else /// plDrawInterface telling us to remove some spans
{
RemoveDISpans( (Int32)diMsg->fIndex );
}
}
#ifdef HS_DEBUGGING
else if( diMsg->fType == plDISpansMsg::kAddingSpan )
{
/// plDrawInterface telling us which spans it owns
Int32 i, spanIndex = (Int32)diMsg->fIndex;
if( spanIndex == -1 )
return true;
for( i = 0; i < fDIIndices[ spanIndex ]->GetCount(); i++ )
{
if( !fDIIndices[ spanIndex ]->IsMatrixOnly() )
fSpans[ (*fDIIndices[ spanIndex])[ i ] ]->fOwnerKey = diMsg->GetSender();
}
}
#endif
return true;
}
plPipeGeoMakeMsg* make = plPipeGeoMakeMsg::ConvertNoRef(msg);
if( make )
{
fReadyToRender = false;
PrepForRender(make->Pipeline());
return true;
}
return plDrawable::MsgReceive(msg);
}
void plDrawableSpans::SetRenderLevel(const plRenderLevel& l)
{
fRenderLevel = l;
}
const plRenderLevel& plDrawableSpans::GetRenderLevel() const
{
return fRenderLevel;
}
//// DoIMatch ////////////////////////////////////////////////////////////////
// Called by the sceneNode to determine if we match the criteria
hsBool plDrawableSpans::DoIMatch( const plDrawableCriteria& crit )
{
if( crit.fCriteria ^ fCriteria )
return false;
if( crit.fLevel != fRenderLevel )
return false;
if( crit.fType != fType )
return false;
if( crit.fLoadMask != fLoadMask )
return false;
return true;
}
//// SetCriteria /////////////////////////////////////////////////////////////
// Sets the criteria that this ice matches to. Needed since some ice will
// be static per sceneNode while others wont, etc.
void plDrawableSpans::SetCriteria( const plDrawableCriteria& crit )
{
// Very simple right now. May be more complicated later...
fCriteria = crit.fCriteria;
fRenderLevel = crit.fLevel;
fType = crit.fType;
fLoadMask = crit.fLoadMask;
if( fCriteria & kCritSortSpans )
fProps |= kPropSortSpans;
if( fCriteria & kCritSortFaces )
fProps |= kPropSortFaces;
if( fCriteria & kCritCharacter )
fProps |= kPropCharacter;
}
//// IQuickSpaceTree ///////////////////////////////////////////////////
// Creates a fast, space tree for use at run-time (like in the
// SceneViewer). Any time a space tree is requested but there isn't
// one available, this will be supplied. This is a full featured
// hierarchical bounds which is pretty fast to compute. A more highly
// optimized version may be plugged into the Optimize function at a later
// date if this one doesn't perform enough (it does so far).
void plDrawableSpans::IQuickSpaceTree( void ) const
{
int i;
// Make the space tree (hierarchical bounds).
plSpaceTreeMaker maker;
maker.Reset();
for( i = 0; i < fSpans.GetCount(); i++ )
{
maker.AddLeaf( fSpans[ i ]->fWorldBounds, fSpans[ i ]->fProps & plSpan::kPropNoDraw );
}
plSpaceTree* tree = maker.MakeTree();
SetSpaceTree(tree);
}
//// SetSpaceTree ////////////////////////////////////////////////////////////
void plDrawableSpans::SetSpaceTree( plSpaceTree *st ) const
{
delete fSpaceTree;
fSpaceTree = st;
fLastVisSet.Clear();
fLastVisNot.Clear();
}
//// GetDISpans //////////////////////////////////////////////////////////////
plDISpanIndex& plDrawableSpans::GetDISpans( UInt32 index ) const
{
return *fDIIndices[index];
}
//// GetVertex/IndexRef //////////////////////////////////////////////////////
hsGDeviceRef *plDrawableSpans::GetVertexRef( UInt32 group, UInt32 idx )
{
return fGroups[ group ]->GetVertexBufferRef( idx );
}
hsGDeviceRef *plDrawableSpans::GetIndexRef( UInt32 group, UInt32 idx )
{
return fGroups[ group ]->GetIndexBufferRef( idx );
}
void plDrawableSpans::DirtyVertexBuffer(UInt32 group, UInt32 idx)
{
hsAssert(group < fGroups.GetCount(), "Dirtying vtx buffer I don't have");
GetBufferGroup(group)->DirtyVertexBuffer(idx);
SetNotReadyToRender();
}
void plDrawableSpans::DirtyIndexBuffer(UInt32 group, UInt32 idx)
{
hsAssert(group < fGroups.GetCount(), "Dirtying index buffer I don't have");
GetBufferGroup(group)->DirtyIndexBuffer(idx);
SetNotReadyToRender();
}
hsGMaterial* plDrawableSpans::GetSubMaterial(int index) const
{
return GetMaterial(fSpans[index]->fMaterialIdx);
}
// return true if span invisible before minDist and/or after maxDist
hsBool plDrawableSpans::GetSubVisDists(int index, hsScalar& minDist, hsScalar& maxDist) const
{
return (minDist = fSpans[index]->GetMinDist()) < (maxDist = fSpans[index]->GetMaxDist());
}
//////////////////////////////////////////////////////////////////////////////
//// Runtime Dynamics ////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// SortSpan ////////////////////////////////////////////////////////////////
// Given the index of the span to sort, sorts the triangles of that span
// based on the sorting data. Note: the span MUST be of type plIcicle.
plProfile_CreateTimer("Face Sort", "Draw", FaceSort);
plProfile_CreateCounter("Face Sort Calls", "Draw", FaceSortCalls);
plProfile_CreateCounter("Faces Sorted", "Draw", FacesSorted);
void plDrawableSpans::SortSpan( UInt32 index, plPipeline *pipe )
{
plProfile_Inc(FaceSortCalls);
plProfile_BeginLap(FaceSort, "0");
plIcicle *span = (plIcicle *)fSpans[ index ];
plGBufferTriangle *list, temp;
UInt32 numTris;
int i;
hsMatrix44 w2cMatrix = pipe->GetWorldToCamera() * pipe->GetLocalToWorld();
hsScalar dist;
ICheckSpanForSortable(index);
static hsTArray<hsRadixSort::Elem> sortList;
static hsTArray<UInt16> tempTriList;
hsRadixSort::Elem *elem;
/// Get some stuff
list = span->fSortData;
numTris = span->fILength / 3;
plProfile_IncCount(FacesSorted, numTris);
hsAssert( numTris > 0, "How could we start sorting no triangles??" );
/// Sort the triangles in "list"
sortList.SetCount( numTris );
tempTriList.SetCount( numTris * 3 );
elem = sortList.AcquireArray();
plProfile_EndLap(FaceSort, "0");
plProfile_BeginLap(FaceSort, "1");
hsVector3 vec(w2cMatrix.fMap[2][0], w2cMatrix.fMap[2][1], w2cMatrix.fMap[2][2]);
hsScalar trans = w2cMatrix.fMap[2][3];
// Fill out the radix sort elements with our data
for( i = 0; i < numTris; i++ )
{
dist = vec.InnerProduct(list[ i ].fCenter) + trans;
elem[ i ].fKey.fFloat = dist;
elem[ i ].fBody = &list[ i ];
elem[ i ].fNext = elem + i + 1;
}
elem[ i - 1 ].fNext = nil;
plProfile_EndLap(FaceSort, "1");
plProfile_BeginLap(FaceSort, "2");
// Do da sort thingy
hsRadixSort rad;
hsRadixSort::Elem *sortedList = rad.Sort( elem, 0 );
plProfile_EndLap(FaceSort, "2");
plProfile_BeginLap(FaceSort, "3");
UInt16* indices = tempTriList.AcquireArray();
// Stuff into the temp array
for( i = 0, elem = sortedList; i < numTris; i++ )
{
*indices++ = ((plGBufferTriangle *)elem->fBody)->fIndex1;
*indices++ = ((plGBufferTriangle *)elem->fBody)->fIndex2;
*indices++ = ((plGBufferTriangle *)elem->fBody)->fIndex3;
elem = elem->fNext;
}
plProfile_EndLap(FaceSort, "3");
plProfile_BeginLap(FaceSort, "4");
/// Now send them on to the buffer group
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
numTris, tempTriList.AcquireArray() );
/// Optional step in a way: copy back our new, sorted list to our original
/// array. This lets us do less sorting next call, since the order should
/// remain largely unchanged from the last call. If this turns out NOT to
/// be the case, or if the sorting step takes less time than this copy,
/// take this out!
// memcpy( list, tempTriList.AcquireArray(), numTris * sizeof( plGBufferTriangle ) );
/// All done! (force buffer groups to refresh during next render call)
fReadyToRender = false;
plProfile_EndLap(FaceSort, "4");
}
//// SortVisibleSpans ////////////////////////////////////////////////////////
// Sorts the visible spans's triangles in one big lump, for proper back-to-
// front display.
// Updated 5.14.2001 mcn - Fixed so loops don't assume spans are icicles
void plDrawableSpans::SortVisibleSpans(const hsTArray<Int16>& visList, plPipeline* pipe)
{
#define MF_CHUNKSORT
#ifndef MF_CHUNKSORT
plProfile_Inc(FaceSortCalls);
if( !visList.GetCount() )
return;
static hsLargeArray<hsRadixSort::Elem> sortScratch;
static hsLargeArray<UInt16> triList;
static hsTArray<Int32> counters;
static hsTArray<UInt32> startIndex;
int i;
plProfile_BeginTiming(FaceSort);
if( pipe->IsDebugFlagSet( plPipeDbg::kFlagDontSortFaces ) )
{
/// Don't sort, just send unchanged
int j, idx;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
ICheckSpanForSortable(visList[i]);
/// Build a fake list of indices....
plGBufferTriangle* list = span->fSortData;
triList.SetCount( span->fILength );
for( j = 0, idx = 0; j < span->fILength / 3; j++, idx += 3 )
{
triList[ idx ] = list[ j ].fIndex1;
triList[ idx + 1 ] = list[ j ].fIndex2;
triList[ idx + 2 ] = list[ j ].fIndex3;
}
/// Now send them on to the buffer group
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() );
}
fReadyToRender = false;
return;
}
plProfile_EndTiming(FaceSort);
plProfile_BeginLap(FaceSort, "0");
startIndex.SetCount(fSpans.GetCount());
// First figure out the total number of tris to deal with.
int totTris = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
startIndex[visList[i]] = totTris * 3;
if( span->fProps & plSpan::kPropReverseSort )
startIndex[visList[i]] += span->fILength - 3;
totTris += span->fILength / 3;
}
if( totTris == 0 )
{
plProfile_EndLap(FaceSort, "0");
return;
}
plProfile_IncCount(FacesSorted, totTris);
sortScratch.SetCount(totTris);
triList.SetCount(3 * totTris);
hsRadixSort::Elem* elem = sortScratch.AcquireArray();
plProfile_EndLap(FaceSort, "0");
plProfile_BeginLap(FaceSort, "1");
// Pack them into the sort structure. We probably want to make the
// plGBufferTriangle look like plTriSortData (just add span index)
// which would get rid of this copy and help the data alignment.
// Oops, I already did.
int cnt = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
int nTris = span->fILength / 3;
hsPoint3 viewPos = span->fWorldToLocal * pipe->GetViewPositionWorld();
plGBufferTriangle* list = span->fSortData;
int j;
for( j = 0; j < nTris; j++ )
{
hsScalar dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
elem[cnt].fKey.fFloat = dist;
elem[cnt].fBody = &list[j];
elem[cnt].fNext = elem + cnt + 1;
cnt++;
}
}
elem[cnt-1].fNext = nil;
plProfile_EndLap(FaceSort, "1");
plProfile_BeginLap(FaceSort, "2");
// Actual sort
hsRadixSort rad;
hsRadixSort::Elem* sortedList = rad.Sort( elem, 0 );
plProfile_EndLap(FaceSort, "2");
plProfile_BeginLap(FaceSort, "3");
counters.SetCountAndZero(fSpans.GetCount());
while( sortedList )
{
plGBufferTriangle* data = (plGBufferTriangle*)sortedList->fBody;
plIcicle* span = (plIcicle*)fSpans[data->fSpanIndex];
UInt16* idx = &triList[startIndex[data->fSpanIndex] + counters[data->fSpanIndex]];
*idx++ = data->fIndex1;
*idx++ = data->fIndex2;
*idx++ = data->fIndex3;
if( span->fProps & plSpan::kPropReverseSort )
counters[data->fSpanIndex] -= 3;
else
counters[data->fSpanIndex] += 3;
sortedList = sortedList->fNext;
}
plProfile_EndLap(FaceSort, "3");
plProfile_BeginLap(FaceSort, "4");
const int kMaxBufferGroups = 20;
const int kMaxIndexBuffers = 20;
static Int16 newStarts[kMaxBufferGroups][kMaxIndexBuffers];
// Temp hack stuff so we can switch back and forth (to see if it really does any good).
static int oldWay = false;
static int lastOldWay = oldWay;
if( oldWay != lastOldWay )
{
memset(newStarts, 0, kMaxBufferGroups * kMaxIndexBuffers * sizeof(Int16));
for( i = 0; i < fSpans.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[i];
span->fPackedIdx = span->fIStartIdx = newStarts[span->fGroupIdx][span->fIBufferIdx];
newStarts[span->fGroupIdx][span->fIBufferIdx] += span->fILength;
}
lastOldWay = oldWay;
}
if( oldWay )
{
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
/// Now send them on to the buffer group
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() + startIndex[visList[i]]);
}
}
else
{
memset(newStarts, 0, kMaxBufferGroups * kMaxIndexBuffers * sizeof(Int16));
UInt32 start = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
/// Now send them on to the buffer group
span->fPackedIdx = span->fIStartIdx = newStarts[span->fGroupIdx][span->fIBufferIdx];
newStarts[span->fGroupIdx][span->fIBufferIdx] += span->fILength;
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() + startIndex[visList[i]]);
}
}
plProfile_EndLap(FaceSort, "4");
fReadyToRender = false;
return;
#else // MF_CHUNKSORT
plProfile_Inc(FaceSortCalls);
if( !visList.GetCount() )
return;
plProfile_BeginTiming(FaceSort);
static hsLargeArray<hsRadixSort::Elem> sortScratch;
static hsLargeArray<UInt16> triList;
static hsTArray<Int32> counters;
static hsTArray<UInt32> startIndex;
int i;
if( pipe->IsDebugFlagSet( plPipeDbg::kFlagDontSortFaces ) )
{
/// Don't sort, just send unchanged
int j, idx;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
ICheckSpanForSortable(visList[i]);
/// Build a fake list of indices....
plGBufferTriangle* list = span->fSortData;
triList.SetCount( span->fILength );
for( j = 0, idx = 0; j < span->fILength / 3; j++, idx += 3 )
{
triList[ idx ] = list[ j ].fIndex1;
triList[ idx + 1 ] = list[ j ].fIndex2;
triList[ idx + 2 ] = list[ j ].fIndex3;
}
/// Now send them on to the buffer group
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() );
}
fReadyToRender = false;
return;
}
plProfile_EndTiming(FaceSort);
plProfile_BeginLap(FaceSort, "0");
startIndex.SetCount(fSpans.GetCount());
// First figure out the total number of tris to deal with.
int totTris = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
ICheckSpanForSortable(visList[i]);
startIndex[visList[i]] = totTris * 3;
if( span->fProps & plSpan::kPropReverseSort )
startIndex[visList[i]] += span->fILength - 3;
totTris += span->fILength / 3;
}
if( totTris == 0 )
{
plProfile_EndLap(FaceSort, "0");
return;
}
plProfile_IncCount(FacesSorted, totTris);
sortScratch.SetCount(totTris);
triList.SetCount(3 * totTris);
hsRadixSort::Elem* elem = sortScratch.AcquireArray();
plProfile_EndLap(FaceSort, "0");
int iVis = 0;
while( iVis < visList.GetCount() )
{
plProfile_BeginLap(FaceSort, "1");
// Pack them into the sort structure. We probably want to make the
// plGBufferTriangle look like plTriSortData (just add span index)
// which would get rid of this copy and help the data alignment.
// Oops, I already did.
const int kTriCutoff = 4000;
int cnt = 0;
while( (iVis < visList.GetCount()) && (cnt < kTriCutoff) )
{
plIcicle* span = (plIcicle*)fSpans[visList[iVis]];
int nTris = span->fILength / 3;
hsPoint3 viewPos = span->fWorldToLocal * pipe->GetViewPositionWorld();
plGBufferTriangle* list = span->fSortData;
int j;
for( j = 0; j < nTris; j++ )
{
hsScalar dist = -(viewPos - list[j].fCenter).MagnitudeSquared();
elem[cnt].fKey.fFloat = dist;
elem[cnt].fBody = &list[j];
elem[cnt].fNext = elem + cnt + 1;
cnt++;
}
iVis++;
}
elem[cnt-1].fNext = nil;
plProfile_EndLap(FaceSort, "1");
plProfile_BeginLap(FaceSort, "2");
// Actual sort
hsRadixSort rad;
hsRadixSort::Elem* sortedList = rad.Sort( elem, 0 );
plProfile_EndLap(FaceSort, "2");
plProfile_BeginLap(FaceSort, "3");
counters.SetCountAndZero(fSpans.GetCount());
while( sortedList )
{
plGBufferTriangle* data = (plGBufferTriangle*)sortedList->fBody;
plIcicle* span = (plIcicle*)fSpans[data->fSpanIndex];
UInt16* idx = &triList[startIndex[data->fSpanIndex] + counters[data->fSpanIndex]];
*idx++ = data->fIndex1;
*idx++ = data->fIndex2;
*idx++ = data->fIndex3;
if( span->fProps & plSpan::kPropReverseSort )
counters[data->fSpanIndex] -= 3;
else
counters[data->fSpanIndex] += 3;
sortedList = sortedList->fNext;
}
plProfile_EndLap(FaceSort, "3");
}
plProfile_BeginLap(FaceSort, "4");
const int kMaxBufferGroups = 20;
const int kMaxIndexBuffers = 20;
static Int16 newStarts[kMaxBufferGroups][kMaxIndexBuffers];
hsAssert(kMaxBufferGroups >= GetNumBufferGroups(), "Bigger than we counted on num groups sort.");
memset(newStarts, 0, kMaxBufferGroups * kMaxIndexBuffers * sizeof(Int16));
UInt32 start = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
hsAssert(kMaxIndexBuffers > span->fIBufferIdx, "Bigger than we counted on num buffers sort.");
if( span->fProps & plSpan::kPropReverseSort )
startIndex[visList[i]] -= span->fILength - 3;
/// Now send them on to the buffer group
span->fIPackedIdx = span->fIStartIdx = newStarts[span->fGroupIdx][span->fIBufferIdx];
newStarts[span->fGroupIdx][span->fIBufferIdx] += (Int16)(span->fILength);
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() + startIndex[visList[i]]);
}
plProfile_EndLap(FaceSort, "4");
fReadyToRender = false;
#endif // MF_CHUNKSORT
}
struct buffTriCmpBackToFront : public std::binary_function<plGBufferTriangle, plGBufferTriangle, bool>
{
hsPoint3 fViewPos;
buffTriCmpBackToFront(const hsPoint3& p) : fViewPos(p) {}
bool operator()( const plGBufferTriangle& lhs, const plGBufferTriangle& rhs) const
{
return hsVector3(&fViewPos, &lhs.fCenter).MagnitudeSquared() > hsVector3(&fViewPos, &rhs.fCenter).MagnitudeSquared();
}
};
struct buffTriCmpFrontToBack : public std::binary_function<plGBufferTriangle, plGBufferTriangle, bool>
{
hsPoint3 fViewPos;
buffTriCmpFrontToBack(const hsPoint3& p) : fViewPos(p) {}
bool operator()( const plGBufferTriangle& lhs, const plGBufferTriangle& rhs) const
{
return hsVector3(&fViewPos, &lhs.fCenter).MagnitudeSquared() < hsVector3(&fViewPos, &rhs.fCenter).MagnitudeSquared();
}
};
void plDrawableSpans::SortVisibleSpansPartial(const hsTArray<Int16>& visList, plPipeline* pipe)
{
plProfile_Inc(FaceSortCalls);
plProfile_BeginTiming(FaceSort);
int i;
for( i = 0; i < visList.GetCount(); i++ )
{
hsAssert(fSpans[visList[i]]->fTypeMask & plSpan::kIcicleSpan, "Unknown type for sorting faces");
plIcicle* span = (plIcicle*)fSpans[visList[i]];
if( span->fProps & plSpan::kPartialSort )
{
hsAssert(fGroups[span->fGroupIdx]->AreIdxVolatile(), "Badly setup buffer group - set PartialSort too late?");
ICheckSpanForSortable(visList[i]);
const hsPoint3 viewPos = span->fWorldToLocal * pipe->GetViewPositionWorld();
const int numTris = span->fILength/3;
std::sort(span->fSortData, span->fSortData+numTris, buffTriCmpBackToFront(viewPos));
UInt16* idx = fGroups[span->fGroupIdx]->GetIndexBufferData(span->fIBufferIdx) + span->fIStartIdx;
plGBufferTriangle* iter = span->fSortData;
int j;
for( j = 0; j < numTris; j++ )
{
*idx++ = iter->fIndex1;
*idx++ = iter->fIndex2;
*idx++ = iter->fIndex3;
iter++;
}
fGroups[span->fGroupIdx]->DirtyIndexBuffer(span->fIBufferIdx);
fReadyToRender = false;
}
}
plProfile_EndTiming(FaceSort);
}
#if 0
void plDrawableSpans::SortVisibleSpansUnit(const hsTArray<Int16>& visList, plPipeline* pipe)
{
plProfile_Inc(FaceSortCalls);
if( !visList.GetCount() )
return;
plProfile_BeginTiming(FaceSort);
static hsLargeArray<UInt16> triList;
int i;
if( pipe->IsDebugFlagSet( plPipeDbg::kFlagDontSortFaces ) )
{
/// Don't sort, just send unchanged
int j, idx;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
ICheckSpanForSortable(visList[i]);
/// Build a fake list of indices....
plGBufferTriangle* list = span->fSortData;
triList.SetCount( span->fILength );
for( j = 0, idx = 0; j < span->fILength / 3; j++, idx += 3 )
{
triList[ idx ] = list[ j ].fIndex1;
triList[ idx + 1 ] = list[ j ].fIndex2;
triList[ idx + 2 ] = list[ j ].fIndex3;
}
/// Now send them on to the buffer group
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() );
}
fReadyToRender = false;
return;
}
plProfile_EndTiming(FaceSort);
plProfile_BeginLap(FaceSort, "0");
struct sortFace
{
UInt16 fIndex0;
UInt16 fIndex1;
UInt16 fIndex2;
hsScalar fDist;
};
static hsLargeArray<sortFace> sortList;
struct SelectCloserFace
{
bool operator()(const sortFace* face0, const sortFace* face1) const
{
return face0->fDist < face1->fDist;
}
};
hsPoint3 viewPos = fSpans[visList[0]]->fWorldToLocal * pipe->GetViewPositionWorld();
hsScalar dist1 = (fViewPos - face1->fCenter).MagnitudeSquared();
// First figure out the total number of tris to deal with.
sortList.SetCount(0);
int totTris = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
int nTris = span->fILength / 3;
sortList.Expand(sortList.GetCount() + nTris);
plGBufferTriangle* sortData = span->fSortData;
for( j = 0; j < nTris; j++ )
{
sortList.Append(*sortData++);
}
totTris += nTris;
}
if( totTris == 0 )
{
plProfile_EndLap(FaceSort, "0");
return;
}
plProfile_IncCount(FacesSorted, totTris);
sortFace* pBegin = sortList.AcquireArray();
sortFace* pEnd = pBegin + totTris;
stl::sort(pBegin, pEnd, SelectCloserFace);
triList.SetCount(sortList.GetCount());
UInt16* pTri = triList.AcquireArray();
while( pBegin < pEnd )
{
*pTri = pBegin->fIndex1;
pTri++;
*pTri = pBegin->fIndex2;
pTri++;
*pTri = pBegin->fIndex3;
pTri++;
}
plProfile_EndLap(FaceSort, "0");
UInt32 start = 0;
for( i = 0; i < visList.GetCount(); i++ )
{
plIcicle* span = (plIcicle*)fSpans[visList[i]];
/// Now send them on to the buffer group
span->fIPackedIdx = span->fIStartIdx = newStarts[span->fGroupIdx][span->fIBufferIdx];
newStarts[span->fGroupIdx][span->fIBufferIdx] += span->fILength;
fGroups[ span->fGroupIdx ]->StuffFromTriList( span->fIBufferIdx, span->fIStartIdx,
span->fILength / 3, triList.AcquireArray() + startIndex[visList[i]]);
}
plProfile_EndLap(FaceSort, "4");
fReadyToRender = false;
}
#endif
void plDrawableSpans::SetInitialBone(int i, const hsMatrix44& l2b, const hsMatrix44& b2l)
{
fLocalToBones[ i ] = l2b;
fBoneToLocals[ i ] = b2l;
}
//// AppendDIMatrixSpans ///////////////////////////////////////////////////////////
// Adds a di span which will only reference into the matrix palette. That is,
// these indices won't index into any drawable data, they will only index into
// the same matrix list that the drawable data itself can index into. When
// an object (through its DrawInterface) sets a transform, it doesn't know
// whether it's setting the transform for some drawable data it owns, or just
// setting one of the matrices which influence the drawable data someone else
// owns.
UInt32 plDrawableSpans::AppendDIMatrixSpans(int n)
{
/// Do garbage cleanup first
if( fNeedCleanup )
IRemoveGarbage();
UInt32 baseIdx = fLocalToWorlds.GetCount();
fLocalToWorlds.Expand(baseIdx + n);
fLocalToWorlds.SetCount(baseIdx + n);
fWorldToLocals.Expand(baseIdx + n);
fWorldToLocals.SetCount(baseIdx + n);
fLocalToBones.Expand(baseIdx + n);
fLocalToBones.SetCount(baseIdx + n);
fBoneToLocals.Expand(baseIdx + n);
fBoneToLocals.SetCount(baseIdx + n);
int i;
for( i = baseIdx; i < baseIdx + n; i++ )
{
fLocalToWorlds[i].Reset();
fWorldToLocals[i].Reset();
fLocalToBones[i].Reset();
fBoneToLocals[i].Reset();
}
return baseIdx;
}
// Look for a compatible set of palette matrices. Compatible means:
// a) Same number bones
// b) Same LocalToBones matrices (which implies same BoneToLocal matrices.
// Note that the LocalToBone transform is dependent on both the bone's transform
// and the transform of the object being skinned. In general, objects can only
// share a palette set if they have been flattened into world space (the object's
// transform is identity). Fortunately, this is a common case.
UInt32 plDrawableSpans::FindBoneBaseMatrix(const hsTArray<hsMatrix44>& initL2B, hsBool searchAll) const
{
if (!searchAll)
{
// Just look amongst the added spans for a matching set
int i;
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[i] && (initL2B.GetCount() == fSpans[i]->fNumMatrices) )
{
int j;
for( j = 0; j < initL2B.GetCount(); j++ )
{
if( initL2B[j] != fLocalToBones[j + fSpans[i]->fBaseMatrix] )
break;
}
if( initL2B.GetCount() == j )
return fSpans[i]->fBaseMatrix;
}
}
}
else
{
// Since swappable geometry spans aren't added to the drawable until
// runtime, a sharable bone pallete won't be found by scanning fSpans.
// We have to do a larger search through all bone matrices.
int i;
for( i = 0; i + initL2B.GetCount() < fLocalToBones.GetCount(); i++ )
{
int j;
for( j = 0; j < initL2B.GetCount(); j++ )
{
if( initL2B[j] != fLocalToBones[j + i] )
break;
}
if( initL2B.GetCount() == j )
return i;
}
}
return UInt32(-1);
}
UInt32 plDrawableSpans::NewDIMatrixIndex()
{
int index;
/// Do we have a free lookup entry?
for( index = 0; index < fDIIndices.GetCount(); index++ )
{
if( !fDIIndices[ index ]->GetCount() )
break;
}
if( index == fDIIndices.GetCount() )
fDIIndices.Append( TRACKED_NEW plDISpanIndex );
fDIIndices[index]->Reset();
fDIIndices[index]->fFlags = plDISpanIndex::kMatrixOnly;
return index;
}
//// IFindDIIndices //////////////////////////////////////////////////////////
// Finds the given DIIndices array and returns a pointer to it, or creates
// a new one if requested
plDISpanIndex *plDrawableSpans::IFindDIIndices( UInt32 &index )
{
plDISpanIndex *spanLookup;
/// Do we have a free lookup entry?
if( index == (UInt32)-1 ) // new index
{
for( index = 0; index < fDIIndices.GetCount(); index++ )
{
if( fDIIndices[ index ]->GetCount() == 0 )
break;
}
if( index == fDIIndices.GetCount() )
fDIIndices.Append( TRACKED_NEW plDISpanIndex );
spanLookup = fDIIndices[ index ];
spanLookup->fFlags = plDISpanIndex::kNone;
}
else
spanLookup = fDIIndices[ index ]; // Just grab the one we requested
return spanLookup;
}
//// AppendDISpans ///////////////////////////////////////////////////////////
// Given a set of DI spans, appends them to the current storage buffers.
// Note: AddDISpans() adds the spans to a list to be sorted, THEN put into
// the buffers; this shoves them right in, bypassing the sorting altogether.
UInt32 plDrawableSpans::AppendDISpans( hsTArray<plGeometrySpan *> &spans, UInt32 index, hsBool clearSpansAfterAdd,
hsBool doNotAddToSource, hsBool addToFront, int lod)
{
hsAssert(spans.GetCount(), "Adding no spans? Blow me.");
int i, j;
UInt32 spanIdx;
plSpan *span;
hsBounds3Ext bounds;
plDISpanIndex *spanLookup;
UInt32 numAddedIcicle = 0;
// hsAssert( fProps & kPropVolatile, "Trying to add spans on a non-volatile drawable" );
/// Do garbage cleanup first
if( fNeedCleanup )
IRemoveGarbage();
spanLookup = IFindDIIndices( index );
if( GetNativeProperty(plDrawable::kPropCharacter) )
fVisSet.SetBit(plVisMgr::kCharacter, true);
int insertionPoint = 0;
if( spans[0]->fProps & plGeometrySpan::kPartialSort )
{
insertionPoint = fSpans.GetCount();
}
else if( !addToFront )
{
int idx;
for( idx = 0; (idx < fSpans.GetCount()) && !(fSpans[idx]->fProps & plSpan::kPartialSort); idx++ )
{
}
insertionPoint = idx;
}
hsBool inserted = insertionPoint < fSpans.GetCount();
/// Add the geometry spans to our list. Also add our internal span
/// copies
for( i = 0; i < spans.GetCount(); i++ )
{
spanIdx = fIcicles.GetCount();
fIcicles.Append( plIcicle() );
plIcicle *icicle = &fIcicles[ spanIdx ];
IConvertGeoSpanToIcicle( spans[ i ], icicle, lod );
span = (plSpan *)icicle;
numAddedIcicle++;
/// Add to our source indices
spans[ i ]->fSpanRefIndex = insertionPoint+i;
spanLookup->Append( spans[ i ]->fSpanRefIndex );
fSpans.Insert( spans[ i ]->fSpanRefIndex, span );
fSpanSourceIndices.Insert( spans[ i ]->fSpanRefIndex, spanIdx );
if( GetNativeProperty(plDrawable::kPropCharacter) )
span->SetVisBit(plVisMgr::kCharacter, true);
/// Add the material to our list if necessary
IAssignMatIdxToSpan( span, spans[ i ]->fMaterial );
if( clearSpansAfterAdd )
{
delete spans[ i ];
spans[ i ] = nil;
}
else if( !doNotAddToSource )
{
if( fSourceSpans.GetCount() < fSpans.GetCount() )
{
fSourceSpans.Expand( fSpans.GetCount() );
// Since that does not change the use count, we still have to do that ourselves. ARGH!
fSourceSpans.SetCount( fSpans.GetCount() );
}
fSourceSpans[ spans[ i ]->fSpanRefIndex ] = spans[ i ];
}
if( fProps & kPropSortFaces )
{
// Should add sort data too...
IMakeSpanSortable( fSpans.GetCount() - 1 );
}
}
if (inserted)
{
/// Go adjusting indices in the DI index list
for( i = 0; i < fDIIndices.GetCount(); i++ )
{
if( !fDIIndices[ i ]->IsMatrixOnly() )
{
if (fDIIndices[ i ] == spanLookup)
continue;
for( j = 0; j < fDIIndices[ i ]->GetCount(); j++ )
{
if( (*fDIIndices[i])[j] >= insertionPoint )
{
(*fDIIndices[ i ])[ j ] += spans.GetCount();
hsAssert((*fDIIndices[ i ])[ j ] < fSpans.GetCount(), "Span index snafu");
}
}
}
}
}
// Update fLocalBounds, since we were updating the world bounds
fLocalBounds = fWorldBounds;
fLocalBounds.Transform( &fWorldToLocal );
fMaxWorldBounds = fWorldBounds;
/// Rebuild the pointer array
IRebuildSpanArray();
fReadyToRender = false;
return index;
}
//// IAddAMaterial ///////////////////////////////////////////////////////////
UInt32 plDrawableSpans::IAddAMaterial( hsGMaterial *material )
{
UInt32 i;
// Scan for if we already have it
for( i = 0; i < fMaterials.GetCount(); i++ )
{
if( fMaterials[ i ] == material )
return i;
}
// Scan again for a blank space to add into, if possible
for( i = 0; i < fMaterials.GetCount(); i++ )
{
if( fMaterials[ i ] == nil )
{
fMaterials[ i ] = material;
IRefMaterial( i );
return i;
}
}
// Add in to the end
i = fMaterials.GetCount();
fMaterials.Append( material );
// Plus ref it
IRefMaterial( i );
return i;
}
//// IRefMaterial ////////////////////////////////////////////////////////////
// Called if we already have a material index that we just want to use
// again...
UInt32 plDrawableSpans::IRefMaterial( UInt32 index )
{
hsGMaterial *material = fMaterials[ index ];
if( GetKey() && material != nil && material->GetKey() != nil )
hsgResMgr::ResMgr()->AddViaNotify( material->GetKey(), TRACKED_NEW plGenRefMsg( GetKey(), plRefMsg::kOnCreate, index, 0 ), plRefFlags::kActiveRef );
return index;
}
//// ICheckToRemoveMaterial //////////////////////////////////////////////////
// Runs through the span array to see if the given material index is still
// used. If not, Release()s it and nil's it.
void plDrawableSpans::ICheckToRemoveMaterial( UInt32 materialIdx )
{
int j;
hsGMaterial *mat;
for( j = 0; j < fSpans.GetCount(); j++ )
{
if( fSpans[ j ]->fMaterialIdx == materialIdx )
break;
}
if( j == fSpans.GetCount() )
{
/// No longer used--Release() it
mat = fMaterials[ materialIdx ];
if( GetKey() && mat != nil && mat->GetKey() != nil )
GetKey()->Release( mat->GetKey() );
fMaterials[ materialIdx ] = nil;
}
}
//// IConvertGeoSpanToVertexSpan /////////////////////////////////////////////
// Helper function for the two vertex-based convert functions.
hsBool plDrawableSpans::IConvertGeoSpanToVertexSpan( plGeometrySpan *geoSpan, plVertexSpan *span, int lod, plVertexSpan *instancedParent)
{
hsBounds3Ext bounds;
UInt8 groupIdx;
UInt32 vbIndex, cellIdx, cellOffset;
span->fLocalToWorld = geoSpan->fLocalToWorld;
span->fWorldToLocal = geoSpan->fWorldToLocal;
span->fProps |= ( geoSpan->fProps & plGeometrySpan::kPropRunTimeLight ) ? plSpan::kPropRunTimeLight : 0;
if( geoSpan->fProps & plGeometrySpan::kPropNoShadowCast )
span->fProps |= plSpan::kPropNoShadowCast;
if( geoSpan->fProps & plGeometrySpan::kPropNoShadow )
span->fProps |= plSpan::kPropNoShadow;
if( geoSpan->fProps & plGeometrySpan::kPropForceShadow )
span->fProps |= plSpan::kPropForceShadow;
if( geoSpan->fProps & plGeometrySpan::kPropReverseSort )
span->fProps |= plSpan::kPropReverseSort;
if( geoSpan->fProps & plGeometrySpan::kPartialSort )
span->fProps |= plSpan::kPartialSort;
switch( geoSpan->fProps & plGeometrySpan::kLiteMask )
{
case plGeometrySpan::kLiteMaterial: span->fProps |= plSpan::kLiteMaterial; break;
case plGeometrySpan::kLiteVtxPreshaded: span->fProps |= plSpan::kLiteVtxPreshaded; break;
case plGeometrySpan::kLiteVtxNonPreshaded: span->fProps |= plSpan::kLiteVtxNonPreshaded; break;
}
if( geoSpan->fProps & plGeometrySpan::kWaterHeight )
{
span->fProps |= plSpan::kWaterHeight;
span->fWaterHeight = geoSpan->fWaterHeight;
}
if( geoSpan->fProps & plGeometrySpan::kVisLOS )
{
span->fProps |= plSpan::kVisLOS;
fProps |= plDrawable::kPropHasVisLOS;
}
span->fNumMatrices = geoSpan->fNumMatrices;
span->fBaseMatrix = geoSpan->fBaseMatrix;
span->fLocalUVWChans = geoSpan->fLocalUVWChans;
span->fMaxBoneIdx = geoSpan->fMaxBoneIdx;
span->fPenBoneIdx = (UInt16)(geoSpan->fPenBoneIdx);
span->fMinDist = geoSpan->fMinDist;
span->fMaxDist = geoSpan->fMaxDist;
bounds = geoSpan->fLocalBounds;
span->fLocalBounds = bounds;
bounds.Transform( &span->fLocalToWorld );
span->fWorldBounds = bounds;
fWorldBounds.Union( &bounds );
span->fFogEnvironment = geoSpan->fFogEnviron;
hsBool vertsVol = false;
if( fProps & kPropVolatile )
vertsVol = true;
hsBool idxVol = false;
if( fProps & kPropSortFaces )
idxVol = true;
if( geoSpan->fProps & plGeometrySpan::kPartialSort )
idxVol = true;
// Are we instanced?
if( instancedParent != nil /*&& !( fProps & kPropVolatile )*/ )
{
/// We can instance w/o vert data IF 1) we're not the first span, 2) we can fit into the same buffer group, and
/// 3) we can fit into the same vertex buffer in the buffer group
if( instancedParent != span && ( geoSpan->fProps & plGeometrySpan::kPropNoPreShade ) )
{
/// WOW! We can actually share the *exact* same data, since we don't do any preshading. Coooooool!
span->fGroupIdx = instancedParent->fGroupIdx;
span->fVBufferIdx = instancedParent->fVBufferIdx;
span->fVStartIdx = instancedParent->fVStartIdx;
cellIdx = instancedParent->fCellIdx;
cellOffset = instancedParent->fCellOffset;
}
else if( instancedParent != span &&
( IFindBufferGroup( geoSpan->fFormat, geoSpan->fNumVerts, lod, vertsVol, idxVol ) == instancedParent->fGroupIdx ) &&
fGroups[ instancedParent->fGroupIdx ]->GetNumVertsLeft( instancedParent->fVBufferIdx ) >= geoSpan->fNumVerts )
{
/// Boooring....
/// Append the colors, but the vertices themselves we don't use, rather we point
/// to our parent's verts (or rather, the cell will take care of that for us)
groupIdx = (UInt8)(instancedParent->fGroupIdx);
fGroups[ groupIdx ]->AppendToColorStorage( geoSpan, &vbIndex, &cellIdx, &cellOffset, instancedParent->fCellIdx );
span->fGroupIdx = groupIdx;
span->fVBufferIdx = instancedParent->fVBufferIdx;
// Do a new vStart here, since it's really the colorStart, but oh well
span->fVStartIdx = fGroups[ groupIdx ]->GetVertStartFromCell( vbIndex, cellIdx, cellOffset );
}
else
{
/// WE'RE the parent?? This means we're the first to get converted
groupIdx = IFindBufferGroup( geoSpan->fFormat, geoSpan->fNumVerts, lod, vertsVol, idxVol );
fGroups[ groupIdx ]->AppendToVertAndColorStorage( geoSpan, &vbIndex, &cellIdx, &cellOffset );
span->fGroupIdx = groupIdx;
span->fVBufferIdx = vbIndex;
span->fVStartIdx = fGroups[ groupIdx ]->GetVertStartFromCell( vbIndex, cellIdx, cellOffset );
geoSpan->fProps |= plGeometrySpan::kFirstInstance;
}
}
else
{
// Pack the vertices in
groupIdx = IFindBufferGroup( geoSpan->fFormat, geoSpan->fNumVerts, lod, vertsVol, idxVol );
fGroups[ groupIdx ]->AppendToVertStorage( geoSpan, &vbIndex, &cellIdx, &cellOffset );
span->fGroupIdx = groupIdx;
span->fVBufferIdx = vbIndex;
span->fVStartIdx = fGroups[ groupIdx ]->GetVertStartFromCell( vbIndex, cellIdx, cellOffset );
geoSpan->fProps |= plGeometrySpan::kFirstInstance;
}
span->fCellIdx = cellIdx;
span->fCellOffset = cellOffset;
span->fVLength = geoSpan->fNumVerts;
/// Add the material to our list if necessary
span->fMaterialIdx = IAddAMaterial( geoSpan->fMaterial );
return true;
}
//// IConvertGeoSpanToIcicle /////////////////////////////////////////////////
hsBool plDrawableSpans::IConvertGeoSpanToIcicle(plGeometrySpan *geoSpan, plIcicle *icicle, int lod, plIcicle *instancedParent)
{
UInt32 ibIndex, ibStart;
IConvertGeoSpanToVertexSpan(geoSpan, icicle, lod, instancedParent);
/*
Disabling this 8.16.2001. Works great until you have to SORT the faces, then things blow up. We could
do this only when we won't sort faces, but it's easier right now to just never do this ever.
if( instancedParent != nil && instancedParent != icicle && ( icicle->fProps & plSpan::kPropRunTimeLight ) )
{
/// WOW! We can actually share the *exact* same data, since we don't do any preshading. Coooooool!
icicle->fIBufferIdx = instancedParent->fIBufferIdx;
icicle->fIStartIdx = instancedParent->fIStartIdx;
icicle->fILength = instancedParent->fILength;
icicle->fSortData = nil;
}
else
*/
{
// Pack the indices in (automagically offsets by the start we give it)
fGroups[ icicle->fGroupIdx ]->AppendToIndexStorage( geoSpan->fNumIndices, geoSpan->fIndexData,
icicle->fVStartIdx, &ibIndex, &ibStart );
icicle->fIBufferIdx = ibIndex;
icicle->fIPackedIdx = icicle->fIStartIdx = ibStart;
icicle->fILength = geoSpan->fNumIndices;
icicle->fSortData = nil;
}
return true;
}
//// RemoveDIMatrixSpans
// Nuke out a matrix only DI index set someone doesn't need anymore (cuz they're dead).
// Since there's no data associated, there's not much to do, except mark the slot as
// free and that some cleanup is in order some time.
void plDrawableSpans::RemoveDIMatrixSpans( UInt32 index )
{
plDISpanIndex* spanIndices = fDIIndices[ index ];
if( !spanIndices->IsMatrixOnly() )
return;
/// Flag that we need garbage cleanup now
fNeedCleanup = true;
fReadyToRender = false;
spanIndices->Reset();
}
//// RemoveDISpans ///////////////////////////////////////////////////////////
// Given a drawInterface index (i.e. the index into fDIIndices), deletes
// the spans associated with that entry and clears the entry. Also packs
// the spans, deletes the verts/indices associated with the deleted spans
// and packs the vertex/index buffers as well.
void plDrawableSpans::RemoveDISpans( UInt32 index )
{
plDISpanIndex *spanIndices = fDIIndices[ index ];
if( spanIndices->IsMatrixOnly() )
{
RemoveDIMatrixSpans( index );
}
UInt32 i, j, k, idxRemoving, materialIdx;
// #define MF_RENDDEP
#ifdef MF_RENDDEP
hsTArray<UInt32> spanInverseTable;
spanInverseTable.SetCount(fSpans.GetCount());
for( i = 0; i < fSpans.GetCount(); i++ )
spanInverseTable[i] = i;
#endif // MF_RENDDEP
// hsAssert( fProps & kPropVolatile, "Trying to remove spans on a non-volatile drawable" );
hsAssert( spanIndices->GetCount() > 0, "If there are no DI spans, why were we called?" );
/// Delete the actual spans themselves
for( i = 0; i < spanIndices->GetCount(); i++ )
{
/// If this is the last use of this material, Release() it
materialIdx = fSpans[ (*spanIndices)[ i ] ]->fMaterialIdx;
/// Remove the source index and the object itself
if( fSourceSpans.GetCount() && !( fSpans[ (*spanIndices)[ i ] ]->fTypeMask & plSpan::kParticleSpan ) )
{
delete fSourceSpans[ (*spanIndices)[i] ];
fSourceSpans.Remove( (*spanIndices)[i] );
for( j = (*spanIndices)[ i ]; j < fSourceSpans.GetCount(); j++ )
fSourceSpans[ j ]->fSpanRefIndex = j;
}
fSpans[ (*spanIndices)[ i ] ]->Destroy();
fSpans.Remove( (*spanIndices)[ i ] );
idxRemoving = fSpanSourceIndices[ (*spanIndices)[ i ] ];
fSpanSourceIndices.Remove( (*spanIndices)[ i ] );
switch( idxRemoving & kSpanTypeMask )
{
case kSpanTypeIcicle: fIcicles.Remove( idxRemoving & kSpanIDMask ); break;
case kSpanTypeParticleSpan: fParticleSpans.Remove( idxRemoving & kSpanIDMask ); break;
}
// Do this AFTER the span array has been updated
ICheckToRemoveMaterial( materialIdx );
/// Go adjusting the source indices
for( j = 0; j < fSpanSourceIndices.GetCount(); j++ )
{
if( ( ( fSpanSourceIndices[ j ] ^ idxRemoving ) & kSpanTypeMask ) == 0 )
{
/// Same type
k = fSpanSourceIndices[ j ] & kSpanIDMask;
if( k > ( idxRemoving & kSpanIDMask ) )
{
k--;
fSpanSourceIndices[ j ] &= kSpanTypeMask;
fSpanSourceIndices[ j ] |= k;
}
}
}
#ifndef MF_RENDDEP
/// Go adjusting indices in the DI index list
for( j = 0; j < fDIIndices.GetCount(); j++ )
{
if( !fDIIndices[ j ]->IsMatrixOnly() )
{
for( k = 0; k < fDIIndices[ j ]->GetCount(); k++ )
{
if( (*fDIIndices[ j ])[ k ] > (*spanIndices)[ i ] )
(*fDIIndices[ j ])[ k ]--;
}
}
}
#else MF_RENDDEP
spanInverseTable[(*spanIndices)[i]] = -1;
for( j = (*spanIndices)[i]; j < fSpans.GetCount(); j++ )
spanInverseTable[j]--;
#endif // MF_RENDDEP
}
#ifdef MF_RENDDEP
for( j = 0; j < fDIIndices.GetCount(); j++ )
{
if( !fDIIndices[j]->IsMatrixOnly() )
{
for( k = 0; k < fDIIndices[j]->GetCount(); k++ )
{
int idx = (*fDIIndices[j])[k];
hsAssert(idx >= 0, "Just deleted a span another DI was pointing at");
(*fDIIndices[j])[k] = spanInverseTable[idx];
}
}
}
#endif // MF_RENDDEP
/// Rebuild the pointer array, since it's now invalid
IRebuildSpanArray();
/// Flag that we need garbage cleanup now
fNeedCleanup = true;
fReadyToRender = false;
/// Clear this entry. Note: DON'T DELETE IT! Otherwise they'll be hell
/// to pay. Just clear it, so if we go looking for a free index, we just
/// look for one with zero spans.
spanIndices->Reset();
/// All done!
}
//// IRebuildSpanArray ///////////////////////////////////////////////////////
void plDrawableSpans::IRebuildSpanArray( void )
{
UInt32 j, i;
plIcicle *icicle = nil;
for( j = 0; j < fSpans.GetCount(); j++ )
{
switch( fSpanSourceIndices[ j ] & kSpanTypeMask )
{
case kSpanTypeIcicle:
icicle = &fIcicles[ fSpanSourceIndices[ j ] & kSpanIDMask ];
fSpans[ j ] = (plSpan *)icicle;
if( icicle->fSortData != nil )
{
// GOTTA RESET THE SPAN INDICES TOO!!!
for( i = 0; i < icicle->fILength / 3; i++ )
icicle->fSortData[ i ].fSpanIndex = (UInt16)j;
}
break;
case kSpanTypeParticleSpan:
fSpans[ j ] = (plSpan *)&fParticleSpans[ fSpanSourceIndices[ j ] & kSpanIDMask ];
break;
}
}
// Redid the span array, so cause the space tree to rebuild to match
SetSpaceTree( nil );
// Rebuild bit vectors for various span types
IBuildVectors();
}
//// ICleanupMatrices
// Find all the matrix slots in the palette that aren't being used, collapse
// them out and adjust the indices into the matrix palette (the MatrixOnly DIIndices)
void plDrawableSpans::ICleanupMatrices()
{
// We really don't want to do this at runtime. The spans as read in have their bone
// matrices fixed (via plSpan::fBaseMatrix && plSpan::fNumMatrices). We can't just
// change where in our palette (fLocalToWorlds) bones will point, because the skinned spans
// will still be looking in the same place. I'm not sure why we'd want to either.
// Commenting out for the moment (so things will work), will look into why this was
// ever here, and more mysterious, how it ever worked. mf
#if 0
hsBitVector usedMatrices;
int i, j, k;
for( i = 0; i < fDIIndices.GetCount(); i++ )
{
plDISpanIndex& indices = *fDIIndices[i];
if( indices.IsMatrixOnly() )
{
for( j = 0; j < indices.GetCount(); j++ )
usedMatrices.SetBit(indices[j]);
}
}
for( j = 0; j < fLocalToWorlds.GetCount(); j++ )
{
if( !usedMatrices.IsBitSet(j) )
{
for( i = 0; i < fDIIndices.GetCount(); i++ )
{
plDISpanIndex& indices = *fDIIndices[i];
if( indices.IsMatrixOnly() )
{
for( k = 0; k < indices.GetCount(); k++ )
{
if( indices[k] > j )
indices[k]--;
}
}
}
for( i = j+1; i < fLocalToWorlds.GetCount(); i++ )
{
fLocalToWorlds[i] = fLocalToWorlds[i-1];
fWorldToLocals[i] = fWorldToLocals[i-1];
fLocalToBones[i] = fLocalToBones[i-1];
fBoneToLocals[i] = fBoneToLocals[i-1];
}
}
}
#endif
}
//// IRemoveGarbage //////////////////////////////////////////////////////////
// Cleans out all the unused spans. Oh, joy.
void plDrawableSpans::IRemoveGarbage( void )
{
int groupIdx, ibIdx, i, j, k, count, offset;
hsTArray<hsTArray<bool> *> usedFlags;
hsTArray<hsTArray<hsTArray<bool> *> *> usedIdxFlags;
plGBufferGroup *group;
ICleanupMatrices();
/// Getting rid of verts
usedFlags.SetCount( fGroups.GetCount() );
usedIdxFlags.SetCount( fGroups.GetCount() );
for( i = 0; i < fGroups.GetCount(); i++ )
{
hsAssert( fGroups[ i ]->GetNumVertexBuffers() == 1, "Cannot clean garbage on a non-volatile buffer group!" );
usedFlags[ i ] = TRACKED_NEW hsTArray<bool>;
usedFlags[ i ]->SetCountAndZero( fGroups[ i ]->GetVertBufferCount( 0 ) );
usedIdxFlags[ i ] = TRACKED_NEW hsTArray<hsTArray<bool> *>;
usedIdxFlags[ i ]->SetCount( fGroups[ i ]->GetNumIndexBuffers() );
for( j = 0; j < fGroups[ i ]->GetNumIndexBuffers(); j++ )
{
(*usedIdxFlags[ i ])[ j ] = TRACKED_NEW hsTArray<bool>;
(*usedIdxFlags[ i ])[ j ]->SetCountAndZero( fGroups[ i ]->GetIndexBufferCount( j ) );
}
}
for( i = 0; i < fIcicles.GetCount(); i++ )
{
// Set the flags so we know these verts are used
groupIdx = fIcicles[ i ].fGroupIdx;
for( j = fIcicles[ i ].fCellOffset; j < fIcicles[ i ].fCellOffset + fIcicles[ i ].fVLength; j++ )
(*usedFlags[ groupIdx ])[ j ] = true;
for( j = fIcicles[ i ].fIStartIdx; j < fIcicles[ i ].fIStartIdx + fIcicles[ i ].fILength; j++ )
(*((*usedIdxFlags[ groupIdx ])[ fIcicles[ i ].fIBufferIdx ]))[ j ] = true;
}
for( i = 0; i < fParticleSpans.GetCount(); i++ )
{
// Set the flags so we know these verts are used
groupIdx = fParticleSpans[ i ].fGroupIdx;
for( j = fParticleSpans[ i ].fCellOffset; j < fParticleSpans[ i ].fCellOffset + fParticleSpans[ i ].fVLength; j++ )
(*usedFlags[ groupIdx ])[ j ] = true;
for( j = fParticleSpans[ i ].fIStartIdx; j < fParticleSpans[ i ].fIStartIdx + fParticleSpans[ i ].fILength; j++ )
(*((*usedIdxFlags[ groupIdx ])[ fParticleSpans[ i ].fIBufferIdx ]))[ j ] = true;
}
/// Now loop through and delete any unused
for( groupIdx = 0; groupIdx < fGroups.GetCount(); groupIdx++ )
{
group = fGroups[ groupIdx ];
hsTArray<bool> &uFlags = *usedFlags[ groupIdx ];
// Find groups of verts to delete!
count = uFlags.GetCount();
for( i = 0; i < count; )
{
// Skip through used verts
for( ; i < count && uFlags[ i ] == true; i++ );
// Find span of unused verts
for( j = i; j < count && uFlags[ j ] == false; j++ );
if( j > i )
{
// Delete this span of vertices
group->DeleteVertsFromStorage( 0, i, j - i );
// Adjust indices in this group
for( ibIdx = 0; ibIdx < group->GetNumIndexBuffers(); ibIdx++ )
group->AdjustIndicesInStorage( ibIdx, i, -(Int16)( j - i ) );
// Adjust spans that use this vertex buffer
for( k = 0; k < fIcicles.GetCount(); k++ )
{
if( fIcicles[ k ].fGroupIdx == groupIdx && fIcicles[ k ].fVBufferIdx == 0 &&
fIcicles[ k ].fCellOffset >= i )
fIcicles[ k ].fCellOffset -= j - i;
// Adjust sorting data, if necessary
if( fIcicles[ k ].fSortData != nil )
IAdjustSortData( fIcicles[ k ].fSortData, fIcicles[ k ].fILength / 3, i, -(Int16)( j - i ) );
}
for( k = 0; k < fParticleSpans.GetCount(); k++ )
{
if( fParticleSpans[ k ].fGroupIdx == groupIdx && fParticleSpans[ k ].fVBufferIdx == 0 &&
fParticleSpans[ k ].fCellOffset >= i )
fParticleSpans[ k ].fCellOffset -= j - i;
// Adjust sorting data, if necessary
if( fParticleSpans[ k ].fSortData != nil )
IAdjustSortData( fParticleSpans[ k ].fSortData, fParticleSpans[ k ].fILength / 3, i, -(Int16)( j - i ) );
}
// Move the flags too, lest we start deleting the wrong vertices
count -= j - i;
for( offset = j - i; i < count; i++ )
uFlags[ i ] = uFlags[ i + offset ];
}
// Keep going
i = j;
}
/// Getting rid of indices now
/// IF WE ARE SORTING, then the fIStartIdx positions of the spans are not necessarily
/// valid (since they're refreshed every frame, and not all are guaranteed to be refreshed).
/// However, since we will be refilling the buffer next frame anyway, it doesn't really
/// matter <crosses fingers> WHAT indices we delete, so long as the total length of the
/// buffer is correct.
if( fProps & kPropSortFaces )
{
for( ibIdx = 0; ibIdx < group->GetNumIndexBuffers(); ibIdx++ )
{
// For this index buffer, find the total length we want
i = 0;
for( j = 0; j < fIcicles.GetCount(); j++ )
{
if( fIcicles[ j ].fGroupIdx == groupIdx && fIcicles[ j ].fIBufferIdx == ibIdx )
i += fIcicles[ j ].fILength;
}
for( j = 0; j < fParticleSpans.GetCount(); j++ )
{
if( fParticleSpans[ j ].fGroupIdx == groupIdx && fParticleSpans[ j ].fIBufferIdx == ibIdx )
i += fParticleSpans[ j ].fILength;
}
/// i is the total length
group->DeleteIndicesFromStorage( ibIdx, i, group->GetIndexBufferCount( ibIdx ) - i );
}
}
else
{
/// Non-sorting, we have to figure out exactly which indices we aren't using
for( ibIdx = 0; ibIdx < group->GetNumIndexBuffers(); ibIdx++ )
{
hsTArray<bool> &uiFlags = *((*usedIdxFlags[ groupIdx ])[ ibIdx ]);
// Find groups of indices to delete!
count = uiFlags.GetCount();
for( i = 0; i < count; )
{
// Skip through used verts
for( ; i < count && uiFlags[ i ] == true; i++ );
// Find span of unused verts
for( j = i; j < count && uiFlags[ j ] == false; j++ );
if( j > i )
{
// Delete this span of indices
group->DeleteIndicesFromStorage( ibIdx, i, j - i );
// Adjust spans that use this index buffer (only icicles use them)
for( k = 0; k < fIcicles.GetCount(); k++ )
{
if( fIcicles[ k ].fGroupIdx == groupIdx && fIcicles[ k ].fIBufferIdx == ibIdx &&
fIcicles[ k ].fIStartIdx >= i )
{
fIcicles[k].fIPackedIdx = (fIcicles[ k ].fIStartIdx -= j - i);
}
}
// and particle spans :)
for( k = 0; k < fParticleSpans.GetCount(); k++ )
{
if( fParticleSpans[ k ].fGroupIdx == groupIdx && fParticleSpans[ k ].fIBufferIdx == ibIdx &&
fParticleSpans[ k ].fIStartIdx >= i )
{
fParticleSpans[k].fIPackedIdx = (fParticleSpans[ k ].fIStartIdx -= j - i);
}
}
// Move the flags too, lest we start deleting the wrong vertices
count -= j - i;
for( offset = j - i; i < count; i++ )
uiFlags[ i ] = uiFlags[ i + offset ];
}
// Keep going
i = j;
}
}
}
}
/// Refresh all vStartIdx entries
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[ i ]->fTypeMask & plSpan::kVertexSpan )
{
plVertexSpan *vtx = (plVertexSpan *)fSpans[ i ];
vtx->fVStartIdx = fGroups[ vtx->fGroupIdx ]->GetVertStartFromCell( vtx->fVBufferIdx, vtx->fCellIdx, vtx->fCellOffset );
}
}
/// Destroy!!!
for( i = 0; i < usedFlags.GetCount(); i++ )
delete usedFlags[ i ];
usedFlags.Reset();
for( i = 0; i < usedIdxFlags.GetCount(); i++ )
{
for( j = 0; j < usedIdxFlags[ i ]->GetCount(); j++ )
delete ((*usedIdxFlags[ i ])[ j ]);
delete usedIdxFlags[ i ];
}
usedIdxFlags.Reset();
/// This will let us query the buffer group as to whether its ready to render or not.
/// If not, we'll force it then to reload from its storage
fReadyToRender = false;
// Whew!
fNeedCleanup = false;
}
//// IAdjustSortData /////////////////////////////////////////////////////////
// Adjusts the indices in the given sort data, using the delta and threshhold
// given.
void plDrawableSpans::IAdjustSortData( plGBufferTriangle *triList, UInt32 count, UInt32 threshhold, Int32 delta )
{
UInt32 i;
for( i = 0; i < count; i++ )
{
if( triList[ i ].fIndex1 >= threshhold )
triList[ i ].fIndex1 = (UInt16)( triList[ i ].fIndex1 + delta );
if( triList[ i ].fIndex2 >= threshhold )
triList[ i ].fIndex2 = (UInt16)( triList[ i ].fIndex2 + delta );
if( triList[ i ].fIndex3 >= threshhold )
triList[ i ].fIndex3 = (UInt16)( triList[ i ].fIndex3 + delta );
}
}
//// IMakeSpanSortable ////////////////////////////////////////////////////////
// Given an index of a span, flags it sortable and creates the sorting data
// for that span.
void plDrawableSpans::IMakeSpanSortable( UInt32 index )
{
plIcicle *span = (plIcicle *)fSpans[ index ];
plGBufferTriangle *list;
if( span->fProps & plSpan::kPropFacesSortable )
return;
/// Create data for it
list = fGroups[ span->fGroupIdx ]->ConvertToTriList( (Int16)index, span->fIBufferIdx, span->fVBufferIdx, span->fCellIdx,
span->fIStartIdx, span->fILength / 3 );
if( list == nil )
return;
span->fSortData = list;
/// Mark as sortable
span->fProps |= plSpan::kPropFacesSortable;
}
void plDrawableSpans::UnPackCluster(plClusterGroup* cluster)
{
const UInt32 vertsPerInst = cluster->GetTemplate()->NumVerts();
const UInt32 idxPerInst = cluster->GetTemplate()->NumIndices();
const UInt32 numClust = cluster->GetNumClusters();
fVisSet |= cluster->GetVisSet();
fVisNot |= cluster->GetVisNot();
fIcicles.SetCount(numClust);
fSpans.SetCount(numClust);
int iSpan;
for( iSpan = 0; iSpan < numClust; iSpan++ )
fSpans[iSpan] = &fIcicles[iSpan];
iSpan = 0;
UInt32 vtxFormat =
cluster->GetTemplate()->NumUVWs()
| cluster->GetTemplate()->NumWeights() << 4;
if( cluster->GetTemplate()->NumWgtIdx() )
vtxFormat |= plGBufferGroup::kSkinIndices;
const hsTArray<plLightInfo*>& lights = cluster->GetLights();
int iStart;
for( iStart = 0; iStart < cluster->GetNumClusters(); )
{
int numVerts = 0;
int numIdx = 0;
int iEnd;
for( iEnd = iStart; iEnd < cluster->GetNumClusters(); iEnd++ )
{
numVerts += vertsPerInst * cluster->GetCluster(iEnd)->NumInsts();
numIdx += idxPerInst * cluster->GetCluster(iEnd)->NumInsts();
if( (numVerts > plGBufferGroup::kMaxNumVertsPerBuffer)
||(numIdx > plGBufferGroup::kMaxNumIndicesPerBuffer) )
{
// Oops, too much.
numVerts -= vertsPerInst * cluster->GetCluster(iEnd)->NumInsts();
numIdx -= idxPerInst * cluster->GetCluster(iEnd)->NumInsts();
iEnd--;
break;
}
}
// Still in trouble here. We need to fake up that cell crap for each of
// our clusters to make a span for it. Whoo-hoo.
UInt8 grpIdx = IFindBufferGroup((UInt8)vtxFormat, numVerts, 0, false, false);
UInt32 vbufferIdx;
UInt32 cellIdx;
UInt32 cellOffset;
fGroups[grpIdx]->ReserveVertStorage(numVerts, &vbufferIdx, &cellIdx, &cellOffset, plGBufferGroup::kReserveInterleaved | plGBufferGroup::kReserveIsolate);
hsAssert(!cellOffset, "This should be our own personal group");
hsAssert(fGroups[grpIdx]->GetVertexSize() == cluster->GetTemplate()->Stride(), "Mismatch on src and dst sizes");
UInt32 ibufferIdx;
UInt32 istartIdx;
fGroups[grpIdx]->ReserveIndexStorage(numIdx, &ibufferIdx, &istartIdx);
UInt32 iOffset = 0;
UInt8* vData = fGroups[grpIdx]->GetVertBufferData(vbufferIdx);
UInt16* iData = fGroups[grpIdx]->GetIndexBufferData(ibufferIdx);
UInt8* pvData = vData;
UInt16* piData = iData;
int i;
for( i = iStart; i < iEnd; i++ )
{
hsBounds3Ext bnd;
cluster->GetCluster(i)->UnPack(pvData, piData, cellOffset, bnd);
fIcicles[iSpan].fLocalBounds = bnd;
fIcicles[iSpan].fWorldBounds = bnd;
fIcicles[iSpan].fTypeMask = plSpan::kSpan | plSpan::kVertexSpan | plSpan::kIcicleSpan;
// STUB - need to set whether strictly runtime lit or preshaded based on cluster.
// fIcicles[iSpan].fProps = plSpan::kLiteMaterial;
fIcicles[iSpan].fProps = plSpan::kLiteVtxNonPreshaded | plSpan::kPropRunTimeLight;
if (fProps & plSpan::kPropNoDraw)
fIcicles[iSpan].fProps |= plSpan::kPropNoDraw;
fIcicles[iSpan].fMaterialIdx = 0;
fIcicles[iSpan].fLocalToWorld.Reset();
fIcicles[iSpan].fWorldToLocal.Reset();
fIcicles[iSpan].fBaseMatrix = 0;
fIcicles[iSpan].fNumMatrices = 0;
fIcicles[iSpan].fLocalUVWChans = 0;
fIcicles[iSpan].fMaxBoneIdx = 0;
fIcicles[iSpan].fPenBoneIdx = 0;
fIcicles[iSpan].fFogEnvironment = nil;
fIcicles[iSpan].fMaxDist = cluster->GetLOD().fMaxDist;
fIcicles[iSpan].fMinDist = cluster->GetLOD().fMinDist;
fIcicles[iSpan].fWaterHeight = 0;
fIcicles[iSpan].fVisSet = cluster->GetVisSet();
fIcicles[iSpan].fVisNot = cluster->GetVisNot();
if( lights.GetCount() )
{
int iLight;
for( iLight = 0; iLight < lights.GetCount(); iLight++ )
fIcicles[iSpan].AddPermaLight(lights[iLight], lights[iLight]->GetProjection() != nil);
}
fIcicles[iSpan].fGroupIdx = grpIdx;
fIcicles[iSpan].fVBufferIdx = vbufferIdx;
fIcicles[iSpan].fCellIdx = cellIdx;
fIcicles[iSpan].fCellOffset = cellOffset;
fIcicles[iSpan].fVStartIdx = cellOffset;
const UInt32 numVerts = cluster->GetCluster(i)->NumInsts() * vertsPerInst;
fIcicles[iSpan].fVLength = numVerts;
cellOffset += numVerts;
fIcicles[iSpan].fIBufferIdx = ibufferIdx;
fIcicles[iSpan].fIPackedIdx = fIcicles[iSpan].fIStartIdx = iOffset;
const UInt32 iLength = cluster->GetCluster(i)->NumInsts() * cluster->GetTemplate()->NumIndices();
fIcicles[iSpan].fILength = iLength;
iOffset += iLength;
iSpan++;
const UInt32 vSize = cluster->GetCluster(i)->NumInsts() * cluster->GetTemplate()->VertSize();
pvData += vSize;
piData += iLength;
}
iStart = iEnd;
}
fMaterials.SetCountAndZero(1);
plGenRefMsg* refMsg = TRACKED_NEW plGenRefMsg(GetKey(), plRefMsg::kOnCreate, 0, kMsgMaterial);
hsgResMgr::ResMgr()->SendRef(cluster->GetMaterial()->GetKey(), refMsg, plRefFlags::kActiveRef);
fRenderLevel = cluster->GetRenderLevel();
GetSpaceTree();
}
//// IFindBufferGroup ////////////////////////////////////////////////////////
UInt8 plDrawableSpans::IFindBufferGroup(UInt8 vtxFormat, UInt32 numVertsNeeded, int lod, hsBool vertVolatile, hsBool idxVolatile)
{
int i;
// Scan through the buffer groups, looking for a good format. If there isn't
// one, add it
if( fProps & kPropVolatile )
vertVolatile = true;
if( fProps & kPropSortFaces )
idxVolatile = true;
for( i = 0; i < fGroups.GetCount(); i++ )
{
if( (fGroups[ i ]->GetVertexFormat() == vtxFormat)
&& (!vertVolatile == !fGroups[i]->AreVertsVolatile())
&& (!idxVolatile == !fGroups[i]->AreIdxVolatile())
&& (lod == fGroups[i]->GetLOD()) )
{
if( fGroups[ i ]->GetNumPrimaryVertsLeft() >= numVertsNeeded )
return i;
}
}
// Add a new one of the right format
fGroups.Append( TRACKED_NEW plGBufferGroup(vtxFormat, vertVolatile, idxVolatile, lod) );
return i;
}
//// GetParticleSpanVector ///////////////////////////////////////////////////
// Get a bitVector of the spans that are particle spans
hsBitVector const &plDrawableSpans::GetParticleSpanVector( void ) const
{
return fParticleSpanVector;
}
//// GetBlendingSpanVector ///////////////////////////////////////////////////
// Get a bitVector of the spans that are blending (i.e. numMatrices > 0)
hsBitVector const &plDrawableSpans::GetBlendingSpanVector( void ) const
{
/// See the plRenderMsg handler for why we do this
return fFakeBlendingSpanVector;
}
//// SetBlendingSpanVectorBit ////////////////////////////////////////////////
// Could just make GetBlendingSpanVector() non-const, but this way it's harder
// for the end user, thus I'm hoping to discourage them from doing it too much.
void plDrawableSpans::SetBlendingSpanVectorBit( UInt32 bitNumber, hsBool on )
{
fFakeBlendingSpanVector.SetBit( bitNumber, on );
}
//// IBuildVectors ///////////////////////////////////////////////////////////
void plDrawableSpans::IBuildVectors( void )
{
int i;
bool needRenderMsg = false;
fParticleSpanVector.Clear();
fBlendingSpanVector.Clear();
for( i = 0; i < fSpans.GetCount(); i++ )
{
if( fSpans[ i ]->fTypeMask & plSpan::kParticleSpan )
fParticleSpanVector.SetBit( i );
// BoneUpdate
if( ( fSpans[ i ]->fTypeMask & plSpan::kVertexSpan ) && (fSpans[ i ]->fNumMatrices > 2) )
// if( ( fSpans[ i ]->fTypeMask & plSpan::kVertexSpan ) && (fSpans[ i ]->fNumMatrices > 1) )
{
fBlendingSpanVector.SetBit( i );
needRenderMsg = true;
}
}
// Reset this sucker too
fFakeBlendingSpanVector = fBlendingSpanVector;
if( needRenderMsg && !fRegisteredForRender )
{
// Placeholder hack - see IUpdateMatrixPaletteBoundsHack() for comments
fRegisteredForRender = true;
plgDispatch::Dispatch()->RegisterForExactType( plRenderMsg::Index(), GetKey() );
}
else if( !needRenderMsg && fRegisteredForRender )
{
plgDispatch::Dispatch()->UnRegisterForExactType( plRenderMsg::Index(), GetKey() );
fRegisteredForRender = false;
}
}
//////////////////////////////////////////////////////////////////////////////
//// Particle Sets ///////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// CreateParticleSystem ////////////////////////////////////////////////////
UInt32 plDrawableSpans::CreateParticleSystem( UInt32 maxNumSpans, UInt32 maxNumParticles, hsGMaterial *material )
{
UInt32 i, numVerts, numIndices;
plParticleSet *set;
plDISpanIndex *spanLookup;
// Make a shiny new set
set = TRACKED_NEW plParticleSet;
set->fRefCount = 0;
/// Fill out info
numVerts = maxNumParticles * 4; // 4 verts per particle
numIndices = maxNumParticles * 6; // 6 indices per particle
if( material != nil && material->GetLayer( 0 ) != nil && material->GetLayer( 0 )->GetTexture() != nil )
set->fFormat = plGeometrySpan::UVCountToFormat( 1 );
else
set->fFormat = plGeometrySpan::UVCountToFormat( 0 );
// Reserve space
set->fGroupIdx = IFindBufferGroup( set->fFormat, numVerts, 0, true, false ); // Force them to volatile even if the drawable isn't
fGroups[ set->fGroupIdx ]->ReserveVertStorage( numVerts, &set->fVBufferIdx, &set->fCellIdx, &set->fCellOffset, plGBufferGroup::kReserveInterleaved | plGBufferGroup::kReserveIsolate );
fGroups[ set->fGroupIdx ]->ReserveIndexStorage( numIndices, &set->fIBufferIdx, &set->fIStartIdx );
set->fVStartIdx = fGroups[ set->fGroupIdx ]->GetVertStartFromCell( set->fVBufferIdx, set->fCellIdx, set->fCellOffset );
set->fVLength = numVerts;
set->fILength = numIndices;
UInt32 vIdx = set->fVStartIdx;
UInt16* idx = fGroups[set->fGroupIdx]->GetIndexBufferData(set->fIBufferIdx) + set->fIStartIdx;
for( i = 0; i < maxNumParticles; i++ )
{
*idx++ = (UInt16)vIdx;
*idx++ = (UInt16)(vIdx + 1);
*idx++ = (UInt16)(vIdx + 2);
*idx++ = (UInt16)vIdx;
*idx++ = (UInt16)(vIdx + 2);
*idx++ = (UInt16)(vIdx + 3);
vIdx += 4;
}
// Create us some spans
set->fDIEntry = -1;
spanLookup = IFindDIIndices( set->fDIEntry );
spanLookup->fFlags |= plDISpanIndex::kDontTransformSpans;
set->fNumSpans = maxNumSpans;
for( i = 0; i < maxNumSpans; i++ )
ICreateParticleIcicle( material, set );
set->fNextIStartIdx = set->fIStartIdx;
set->fNextVStartIdx = set->fVStartIdx;
set->fNextCellOffset = set->fCellOffset;
/// Rebuild the pointer array
IRebuildSpanArray();
fReadyToRender = false;
return set->fDIEntry;
}
//// IAssignMatIdxToSpan /////////////////////////////////////////////////////
void plDrawableSpans::IAssignMatIdxToSpan( plSpan *span, hsGMaterial *mtl )
{
fSettingMatIdxLock = true;
if( mtl != nil )
span->fMaterialIdx = IAddAMaterial( mtl );
if( fMaterials[ span->fMaterialIdx ] != nil )
{
if( ITestMatForSpecularity( fMaterials[ span->fMaterialIdx ] ) )
span->fProps |= plSpan::kPropMatHasSpecular;
else
span->fProps &= ~plSpan::kPropMatHasSpecular;
}
fSettingMatIdxLock = false;
}
//// ICreateParticleIcicle ///////////////////////////////////////////////////
// Creates a shiny new plIcicle for use with particle sets.
plParticleSpan *plDrawableSpans::ICreateParticleIcicle( hsGMaterial *material, plParticleSet *set )
{
UInt32 spanIdx;
hsMatrix44 ident;
plDISpanIndex *spanLookup;
/// Ahh, an icicle span
spanIdx = fParticleSpans.GetCount();
fParticleSpans.Append( plParticleSpan() );
plParticleSpan *icicle = &fParticleSpans[ spanIdx ];
ident.Reset();
IAssignMatIdxToSpan( icicle, material );
icicle->fMaterialIdx = IAddAMaterial( material );
icicle->fLocalToWorld = ident;
icicle->fWorldToLocal = ident;
icicle->fProps |= plSpan::kPropRunTimeLight | plSpan::kPropNoDraw | plSpan::kLiteVtxPreshaded;
if( fProps & kPropSortSpans )
icicle->fProps |= plSpan::kPropFacesSortable;
icicle->fLocalBounds.MakeEmpty();
icicle->fWorldBounds.MakeEmpty();
icicle->fLocalBounds.Union( &hsPoint3(0,0,0) );
icicle->fWorldBounds.Union( &hsPoint3(0,0,0) );
icicle->fGroupIdx = set->fGroupIdx;
icicle->fVBufferIdx = set->fVBufferIdx;
icicle->fCellIdx = set->fCellIdx;
icicle->fCellOffset = set->fCellOffset;
icicle->fVStartIdx = set->fVStartIdx;
icicle->fVLength = 0;
icicle->fIBufferIdx = set->fIBufferIdx;
icicle->fIPackedIdx = icicle->fIStartIdx = set->fIStartIdx;
icicle->fILength = 0;
icicle->fFogEnvironment = nil;
icicle->fSortData = nil;
icicle->fSrcSpanIdx = fSpans.GetCount();
spanLookup = IFindDIIndices( set->fDIEntry );
spanLookup->Append( fSpans.GetCount() );
fSpans.Append( (plSpan *)icicle );
fSpanSourceIndices.Append( spanIdx | kSpanTypeParticleSpan );
/// Set our pointer to the set and inc it's refCount
icicle->fParentSet = set;
set->fRefCount++;
/// Flag that we need garbage cleanup now
fNeedCleanup = true;
fReadyToRender = false;
// Cause us to rebuild the space tree when needed
SetSpaceTree( nil );
return icicle;
}
//// ResetParticleSystem /////////////////////////////////////////////////////
void plDrawableSpans::ResetParticleSystem( UInt32 setIndex )
{
UInt32 i;
plDISpanIndex *indices = IFindDIIndices( setIndex );
plParticleSet *set;
plParticleSpan *span;
for( i = 0; i < indices->GetCount(); i++ )
{
span = (plParticleSpan *)fSpans[ (*indices)[ i ] ];
span->fVStartIdx = 0;
span->fCellIdx = 0;
span->fCellOffset = 0;
span->fVLength = 0;
span->fIPackedIdx = span->fIStartIdx = 0;
span->fILength = 0;
span->fSource = nil;
span->fProps |= plSpan::kPropNoDraw;
GetSpaceTree()->SetLeafFlag( (Int16)(span->fSrcSpanIdx), plSpaceTreeNode::kDisabled );
set = span->fParentSet; // To use at the end of the loop
}
set->fNextIStartIdx = set->fIStartIdx;
set->fNextVStartIdx = set->fVStartIdx;
set->fNextCellOffset = set->fCellOffset;
fGroups[set->fGroupIdx]->SetVertBufferEnd(set->fVBufferIdx, set->fNextVStartIdx);
if( fProps & kPropSortFaces )
fGroups[set->fGroupIdx]->SetIndexBufferEnd(set->fIBufferIdx, set->fNextIStartIdx);
}
//// AssignEmitterToParticleSystem ///////////////////////////////////////////
void plDrawableSpans::AssignEmitterToParticleSystem( UInt32 setIndex, plParticleEmitter *emitter )
{
plDISpanIndex *indices = IFindDIIndices( setIndex );
plParticleSet *set;
plParticleSpan *icicle;
UInt32 i, index, numParticles = emitter->GetParticleCount();
plParticleCore *array = emitter->GetParticleArray();
hsMatrix44 ident;
plGBufferTriangle *sortArray;
icicle = (plParticleSpan *)fSpans[ (*indices)[ emitter->GetSpanIndex() ] ];
set = icicle->fParentSet;
icicle->fCellIdx = set->fCellIdx;
icicle->fCellOffset = set->fNextCellOffset;
icicle->fVStartIdx = set->fNextVStartIdx;
icicle->fIPackedIdx = icicle->fIStartIdx = set->fNextIStartIdx;
icicle->fVLength = numParticles * 4;
icicle->fILength = numParticles * 6;
icicle->fSource = emitter;
icicle->fProps &= ~plSpan::kPropNoDraw;
GetSpaceTree()->ClearLeafFlag( (Int16)(icicle->fSrcSpanIdx), plSpaceTreeNode::kDisabled );
icicle->fNumParticles = numParticles;
set->fNextVStartIdx += numParticles * 4;
set->fNextIStartIdx += numParticles * 6;
set->fNextCellOffset += numParticles * 4;
fGroups[set->fGroupIdx]->SetVertBufferEnd(set->fVBufferIdx, set->fNextVStartIdx);
if( fProps & kPropSortFaces )
fGroups[set->fGroupIdx]->SetIndexBufferEnd(set->fIBufferIdx, set->fNextIStartIdx);
hsAssert( set->fNextVStartIdx <= set->fVStartIdx + set->fVLength, "Buffer overflow in AddParticlesToSet()" );
hsAssert( set->fNextIStartIdx <= set->fIStartIdx + set->fILength, "Buffer overflow in AddParticlesToSet()" );
if( fProps & kPropSortFaces )
{
// Prep sorting data
if( icicle->fSortData == nil || icicle->fSortCount < ( numParticles << 1 ) )
{
delete [] icicle->fSortData;
icicle->fSortData = sortArray = TRACKED_NEW plGBufferTriangle[ numParticles << 1 ];
icicle->fSortCount = numParticles << 1;
}
else
sortArray = icicle->fSortData;
// Find our bounds and fill out sorting data
for( i = 0, index = icicle->fVStartIdx; i < numParticles; i++ )
{
sortArray->fCenter = array[ i ].fPos;
sortArray->fIndex1 = (UInt16)index;
sortArray->fIndex2 = (UInt16)(index + 1);
sortArray->fIndex3 = (UInt16)(index + 2);
sortArray->fSpanIndex = (UInt16)(icicle->fSrcSpanIdx);
sortArray++;
sortArray->fCenter = array[ i ].fPos;
sortArray->fIndex1 = (UInt16)index;
sortArray->fIndex2 = (UInt16)(index + 2);
sortArray->fIndex3 = (UInt16)(index + 3);
sortArray->fSpanIndex = (UInt16)(icicle->fSrcSpanIdx);
sortArray++;
index += 4;
}
}
icicle->fLocalBounds = emitter->GetBoundingBox();
icicle->fWorldBounds = icicle->fLocalBounds;
GetSpaceTree()->MoveLeaf( (Int16)(icicle->fSrcSpanIdx), icicle->fWorldBounds );
// Done for now, we'll fill on the pipeline side
return;
}
//////////////////////////////////////////////////////////////////////////////
//// Dynamic Functions for SceneViewer ///////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
//// RefreshDISpans //////////////////////////////////////////////////////////
// Given a set of plGeometrySpans, replaces the data in the given DI span set
// with the vertices in the plGeometrySpans. Does NOT replace the indices,
// and the count must be EXACT, or this function gets pyst.
//MFREPACK
// don't need to pass in spans, they're already in fSourceSpans.
// clearSpansAfterRefresh is ignored anyway, nuke it.
UInt32 plDrawableSpans::RefreshDISpans( UInt32 index )
{
int i;
UInt32 spanIdx;
plSpan *span;
hsBounds3Ext bounds;
plDISpanIndex *spanLookup;
// hsAssert( fProps & kPropVolatile, "Trying to add spans on a non-volatile drawable" );
hsAssert( index != (UInt32)-1, "Invalid DI span index" );
/// Do garbage cleanup first
if( fNeedCleanup )
IRemoveGarbage();
spanLookup = IFindDIIndices( index );
/// Loop through the spans and copy the vertex data over
for( i = 0; i < spanLookup->GetCount(); i++ )
{
// Main info
plGeometrySpan *geoSpan = fSourceSpans[ (*spanLookup)[i] ];
spanIdx = fSpanSourceIndices[ (*spanLookup)[ i ] ];
hsAssert( ( spanIdx & kSpanTypeMask ) == kSpanTypeIcicle, "Mismatch in span formats" );
plIcicle *icicle = &fIcicles[ spanIdx & kSpanIDMask ];
IUpdateIcicleFromGeoSpan( geoSpan, icicle );
span = (plSpan *)icicle;
if( fProps & kPropSortFaces )
{
// Should add sort data too...
IMakeSpanSortable( (*spanLookup)[ i ] );
}
}
// Update fLocalBounds, since we were updating the world bounds
fLocalBounds = fWorldBounds;
fLocalBounds.Transform( &fWorldToLocal );
fMaxWorldBounds = fWorldBounds;
// Cause us to rebuild the space tree when needed
SetSpaceTree( nil );
fReadyToRender = false;
return index;
}
// Same as above, but takes an actual span index (not a DI Index).
UInt32 plDrawableSpans::RefreshSpan( UInt32 index )
{
UInt32 spanIdx;
plSpan *span;
hsBounds3Ext bounds;
// hsAssert( fProps & kPropVolatile, "Trying to add spans on a non-volatile drawable" );
hsAssert( index < fSourceSpans.GetCount(), "Invalid span index" );
/// Do garbage cleanup first
if( fNeedCleanup )
IRemoveGarbage();
// Main info
plGeometrySpan *geoSpan = fSourceSpans[ index ];
spanIdx = fSpanSourceIndices[ index ];
hsAssert( ( spanIdx & kSpanTypeMask ) == kSpanTypeIcicle, "Mismatch in span formats" );
plIcicle *icicle = &fIcicles[ spanIdx & kSpanIDMask ];
IUpdateIcicleFromGeoSpan( geoSpan, icicle );
span = (plSpan *)icicle;
if( fProps & kPropSortFaces )
{
// Should add sort data too...
IMakeSpanSortable( index );
}
// Update fLocalBounds, since we were updating the world bounds
fLocalBounds = fWorldBounds;
fLocalBounds.Transform( &fWorldToLocal );
fMaxWorldBounds = fWorldBounds;
// Cause us to rebuild the space tree when needed
SetSpaceTree( nil );
fReadyToRender = false;
return index;
}
//// IUpdateVertexSpanFromGeoSpan ////////////////////////////////////////////
// Common function for the two functions that follow.
void plDrawableSpans::IUpdateVertexSpanFromGeoSpan( plGeometrySpan *geoSpan, plVertexSpan *span )
{
hsBounds3Ext bounds;
// This function looks pretty dubious to me. It or's in properties instead of setting them, and
// it doesn't set all the available properties (like the skinning matrix indices). It clearly should
// be doing more or doing less, but it's unclear which. I'm guessing the latter, but until there's
// a reason to dig through this trash, here it stays. mf
hsAssert( geoSpan->fNumVerts == span->fVLength, "Vertex count mismatch in IUpdateVertexSpanFromGeoSpan()" );
span->fLocalToWorld = geoSpan->fLocalToWorld;
span->fWorldToLocal = geoSpan->fWorldToLocal;
span->fProps |= ( geoSpan->fProps & plGeometrySpan::kPropRunTimeLight ) ? plSpan::kPropRunTimeLight : 0;
if( geoSpan->fProps & plGeometrySpan::kPropNoShadowCast )
span->fProps |= plSpan::kPropNoShadowCast;
if( geoSpan->fProps & plGeometrySpan::kPropNoShadow )
span->fProps |= plSpan::kPropNoShadow;
if( geoSpan->fProps & plGeometrySpan::kPropForceShadow )
span->fProps |= plSpan::kPropForceShadow;
if( geoSpan->fProps & plGeometrySpan::kPropReverseSort )
span->fProps |= plSpan::kPropReverseSort;
if( geoSpan->fProps & plGeometrySpan::kPartialSort )
span->fProps |= plSpan::kPartialSort;
switch( geoSpan->fProps & plGeometrySpan::kLiteMask )
{
case plGeometrySpan::kLiteMaterial: span->fProps |= plSpan::kLiteMaterial; break;
case plGeometrySpan::kLiteVtxPreshaded: span->fProps |= plSpan::kLiteVtxPreshaded; break;
case plGeometrySpan::kLiteVtxNonPreshaded: span->fProps |= plSpan::kLiteVtxNonPreshaded; break;
}
if( geoSpan->fProps & plGeometrySpan::kWaterHeight )
{
span->fProps |= plSpan::kWaterHeight;
span->fWaterHeight = geoSpan->fWaterHeight;
}
if( geoSpan->fProps & plGeometrySpan::kVisLOS )
{
span->fProps |= plSpan::kVisLOS;
fProps |= plDrawable::kPropHasVisLOS;
}
bounds = geoSpan->fLocalBounds;
span->fLocalBounds = bounds;
bounds.Transform( &span->fLocalToWorld );
span->fWorldBounds = bounds;
fWorldBounds.Union( &bounds );
// Pack the vertices in
fGroups[ span->fGroupIdx ]->StuffToVertStorage( geoSpan, span->fVBufferIdx, span->fCellIdx, span->fCellOffset,
plGBufferGroup::kReserveInterleaved );
span->fFogEnvironment = geoSpan->fFogEnviron;
/// Add the material to our list if necessary
IAssignMatIdxToSpan( span, geoSpan->fMaterial );
}
//// IUpdateIcicleFromGeoSpan ////////////////////////////////////////////////
void plDrawableSpans::IUpdateIcicleFromGeoSpan( plGeometrySpan *geoSpan, plIcicle *icicle )
{
IUpdateVertexSpanFromGeoSpan( geoSpan, icicle );
}
hsPoint3& plDrawableSpans::GetPosition(int spanIdx, int vtxIdx)
{
hsAssert(fSpans[spanIdx]->fTypeMask & plSpan::kVertexSpan, "Getting vertex info on non-vertex based span");
plVertexSpan* span = (plVertexSpan*)fSpans[spanIdx];
return fGroups[span->fGroupIdx]->Position(span->fVBufferIdx, span->fCellIdx, vtxIdx);
}
hsVector3& plDrawableSpans::GetNormal(int spanIdx, int vtxIdx)
{
hsAssert(fSpans[spanIdx]->fTypeMask & plSpan::kVertexSpan, "Getting vertex info on non-vertex based span");
plVertexSpan* span = (plVertexSpan*)fSpans[spanIdx];
return fGroups[span->fGroupIdx]->Normal(span->fVBufferIdx, span->fCellIdx, vtxIdx);
}
UInt32 plDrawableSpans::GetNumTris(int spanIdx)
{
hsAssert(fSpans[spanIdx]->fTypeMask & plSpan::kIcicleSpan, "Asking for index info on non-triangle based span");
plIcicle* span = (plIcicle*)fSpans[spanIdx];
return fGroups[span->fGroupIdx]->GetIndexBufferCount(span->fIBufferIdx) / 3;
}
UInt16* plDrawableSpans::GetIndexList(int spanIdx)
{
hsAssert(fSpans[spanIdx]->fTypeMask & plSpan::kIcicleSpan, "Asking for index info on non-triangle based span");
plIcicle* span = (plIcicle*)fSpans[spanIdx];
return fGroups[span->fGroupIdx]->GetIndexBufferData(span->fIBufferIdx);
}
hsPoint3& plDrawableSpans::CvtGetPosition(int spanIdx, int vtxIdx)
{
return *(hsPoint3*)(fSourceSpans[spanIdx]->fVertexData + vtxIdx * plGeometrySpan::GetVertexSize(fSourceSpans[spanIdx]->fFormat));
}
hsVector3& plDrawableSpans::CvtGetNormal(int spanIdx, int vtxIdx)
{
// Normal follows the position (+ 12bytes)
return *(hsVector3*)(fSourceSpans[spanIdx]->fVertexData + vtxIdx * plGeometrySpan::GetVertexSize(fSourceSpans[spanIdx]->fFormat) + 12);
}
UInt32 plDrawableSpans::CvtGetNumTris(int spanIdx)
{
return fSourceSpans[spanIdx]->fNumIndices / 3;
}
UInt16* plDrawableSpans::CvtGetIndexList(int spanIdx)
{
return fSourceSpans[spanIdx]->fIndexData;
}
UInt32 plDrawableSpans::CvtGetNumVerts(int spanIdx) const
{
return fSourceSpans[spanIdx]->fNumVerts;
}
plGeometrySpan* plDrawableSpans::GetGeometrySpan(int spanIdx)
{
return fSourceSpans[spanIdx];
}
void plDrawableSpans::GetOrigGeometrySpans( UInt32 diIndex, hsTArray<plGeometrySpan *> &arrayToFill )
{
if( diIndex >= fDIIndices.GetCount() )
{
hsAssert( false, "Invalid diIndex to GetOrigGeometrySpans()" );
return;
}
plDISpanIndex *indices = fDIIndices[ diIndex ];
UInt32 i;
arrayToFill.Reset();
for( i = 0; i < indices->GetCount(); i++ )
arrayToFill.Append( fSourceSpans[ (*indices)[ i ] ] );
// HA!
return;
}
void plDrawableSpans::ClearAndSetMaterialCount(UInt32 count)
{
// Release the old materials
for (int i = 0; i < fMaterials.GetCount(); i++)
{
if ( fMaterials[ i ] != nil && fMaterials[ i ]->GetKey() != nil )
GetKey()->Release( fMaterials[ i ]->GetKey() );
}
fMaterials.SetCountAndZero(count);
}