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768 lines
22 KiB
768 lines
22 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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////////////////////////////////////////////////////////////////////////////// |
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// // |
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// plDrawableSpans Class Export-only Functions // |
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// // |
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//// Version History ///////////////////////////////////////////////////////// |
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// // |
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// Created 4.3.2001 mcn // |
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// // |
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////////////////////////////////////////////////////////////////////////////// |
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#include "hsTypes.h" |
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#include "plDrawableSpans.h" |
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#include "hsStream.h" |
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#include "hsResMgr.h" |
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#include "plPipeline.h" |
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#include "plGeometrySpan.h" |
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#include "plSpaceTree.h" |
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#include "plSpaceTreeMaker.h" // This is fun and amusing and wonderful to have here. |
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// Keep it here forever. |
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#include "../plSurface/hsGMaterial.h" |
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#include "../plPipeline/plFogEnvironment.h" |
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#include "../pnMessage/plRefMsg.h" |
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#include "../pnMessage/plNodeRefMsg.h" // for NodeRefMsg |
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#include "../plMessage/plDeviceRecreateMsg.h" |
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#include "../plPipeline/plGBufferGroup.h" |
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#include "../plSurface/hsGMaterial.h" |
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#include "../plSurface/plLayerInterface.h" |
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#include "../plGImage/plBitmap.h" |
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#include "../plGLight/plLightInfo.h" |
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#include "plgDispatch.h" |
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#include "../plStatusLog/plStatusLog.h" |
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//#define VERT_LOG |
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//// Write /////////////////////////////////////////////////////////////////// |
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void plDrawableSpans::Write( hsStream* s, hsResMgr* mgr ) |
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{ |
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UInt32 i, j, count; |
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// Make sure we're optimized before we write (should be tho) |
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// Optimize(); |
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// Make sure all the garbage is cleaned up |
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if( fNeedCleanup ) |
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IRemoveGarbage(); |
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// Parent write |
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plDrawable::Write(s, mgr); |
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s->WriteSwap32( fProps ); |
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s->WriteSwap32( fCriteria ); |
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s->WriteSwap32( fRenderLevel.fLevel ); |
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/// Write out the material keys |
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s->WriteSwap32( fMaterials.GetCount() ); |
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for( i = 0; i < fMaterials.GetCount(); i++ ) |
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mgr->WriteKey( s, fMaterials[ i ] ); |
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/// Write out the icicles |
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s->WriteSwap32( fIcicles.GetCount() ); |
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for( i = 0; i < fIcicles.GetCount(); i++ ) |
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fIcicles[ i ].Write( s ); |
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/// Write out the patches |
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// FIXME MAJOR VERSION |
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// no more patches, remove this line |
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s->WriteSwap32(0); |
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/// Write out the index table based on the pointer array |
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count = fSpans.GetCount(); |
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s->WriteSwap32( count ); |
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for( i = 0; i < count; i++ ) |
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{ |
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UInt8 *icicle = (UInt8 *)fSpans[ i ], *base = (UInt8 *)fIcicles.AcquireArray(); |
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j = (UInt32)( icicle - base ) / sizeof( plIcicle ); |
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s->WriteSwap32( j ); |
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} |
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/// Write out the common keys |
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for( i = 0; i < count; i++ ) |
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{ |
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// The fog environ key |
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mgr->WriteKey( s, fSpans[ i ]->fFogEnvironment ); |
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} |
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/// Write out the bounds and stuff |
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if( count > 0 ) |
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{ |
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fLocalBounds.Write(s); |
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fWorldBounds.Write(s); |
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fMaxWorldBounds.Write(s); |
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} |
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for( i = 0; i < count; i++ ) |
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{ |
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if( fSpans[i]->fProps & plSpan::kPropHasPermaLights ) |
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{ |
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UInt32 lcnt = fSpans[i]->fPermaLights.GetCount(); |
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s->WriteSwap32(lcnt); |
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int j; |
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for( j = 0; j < lcnt; j++ ) |
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mgr->WriteKey( s, fSpans[i]->fPermaLights[j]); |
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} |
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if( fSpans[i]->fProps & plSpan::kPropHasPermaProjs ) |
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{ |
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UInt32 lcnt = fSpans[i]->fPermaProjs.GetCount(); |
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s->WriteSwap32(lcnt); |
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int j; |
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for( j = 0; j < lcnt; j++ ) |
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mgr->WriteKey( s, fSpans[i]->fPermaProjs[j]); |
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} |
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} |
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/// Write out the source spans if necessary |
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s->WriteSwap32( fSourceSpans.GetCount() ); |
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if( fSourceSpans.GetCount() > 0 ) |
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{ |
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for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
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fSourceSpans[ i ]->Write( s ); |
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} |
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count = fLocalToWorlds.GetCount(); |
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s->WriteSwap32(count); |
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for( i = 0; i < count; i++ ) |
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{ |
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fLocalToWorlds[i].Write(s); |
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fWorldToLocals[i].Write(s); |
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fLocalToBones[i].Write(s); |
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fBoneToLocals[i].Write(s); |
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} |
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// Write out the drawInterface index arrays |
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s->WriteSwap32( fDIIndices.GetCount() ); |
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for( i = 0; i < fDIIndices.GetCount(); i++ ) |
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{ |
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plDISpanIndex *array = fDIIndices[ i ]; |
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s->WriteSwap32( array->fFlags ); |
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s->WriteSwap32( array->GetCount() ); |
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for( j = 0; j < array->GetCount(); j++ ) |
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s->WriteSwap32( (*array)[ j ] ); |
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} |
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// Write the groups out |
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count = fGroups.GetCount(); |
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s->WriteSwap( count ); |
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for( i = 0; i < count; i++ ) |
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{ |
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#ifdef VERT_LOG |
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hsUNIXStream log; |
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log.Open("log\\GBuf.log", "ab"); |
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char buf[256]; |
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sprintf(buf, "Drawable Span: %s, GroupNum: %u\r\n", GetKeyName(), i); |
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log.WriteString(buf); |
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log.Close(); |
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#endif |
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fGroups[ i ]->Write( s ); |
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} |
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/// Other stuff |
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mgr->WriteCreatable(s, fSpaceTree); |
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mgr->WriteKey(s, fSceneNode); |
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/// All done! |
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} |
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//// AddDISpans ////////////////////////////////////////////////////////////// |
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// Adds a drawInterface's geometry spans to the list to be collapsed into |
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// buffers. |
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UInt32 plDrawableSpans::AddDISpans( hsTArray<plGeometrySpan *> &spans, UInt32 index ) |
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{ |
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int i; |
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UInt32 spanIdx; |
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plSpan *span; |
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hsBounds3Ext bounds; |
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/// Do garbage cleanup first |
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if( fNeedCleanup ) |
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IRemoveGarbage(); |
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if (index == (UInt32)-1) // need a new one |
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{ |
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/// Create a lookup entry |
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index = fDIIndices.GetCount(); |
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fDIIndices.Append( TRACKED_NEW plDISpanIndex ); |
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fDIIndices[ index ]->fFlags = plDISpanIndex::kNone; |
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} |
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plDISpanIndex *spanLookup = fDIIndices[ index ]; |
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/// Add the geometry spans to our list. Also add our internal span |
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/// copies |
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for( i = 0; i < spans.GetCount(); i++ ) |
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{ |
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spanLookup->Append( fSourceSpans.GetCount() ); |
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spans[ i ]->fSpanRefIndex = fSourceSpans.GetCount(); |
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fSourceSpans.Append( spans[ i ] ); |
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spanIdx = fIcicles.GetCount(); |
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fIcicles.Append( plIcicle() ); |
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plIcicle *icicle = &fIcicles[ spanIdx ]; |
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span = (plSpan *)icicle; |
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/// Set common stuff |
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IAssignMatIdxToSpan( span, spans[ i ]->fMaterial ); |
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span->fLocalToWorld = spans[ i ]->fLocalToWorld; |
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span->fWorldToLocal = spans[ i ]->fWorldToLocal; |
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span->fProps |= ( spans[ i ]->fProps & plGeometrySpan::kPropRunTimeLight ) ? plSpan::kPropRunTimeLight : 0; |
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if( spans[i]->fProps & plGeometrySpan::kPropNoShadowCast ) |
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span->fProps |= plSpan::kPropNoShadowCast; |
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if( spans[i]->fProps & plGeometrySpan::kPropNoShadow ) |
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span->fProps |= plSpan::kPropNoShadow; |
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if( spans[i]->fProps & plGeometrySpan::kPropForceShadow ) |
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span->fProps |= plSpan::kPropForceShadow; |
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if( spans[i]->fProps & plGeometrySpan::kPropReverseSort ) |
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span->fProps |= plSpan::kPropReverseSort; |
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if( spans[i]->fProps & plGeometrySpan::kPartialSort ) |
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span->fProps |= plSpan::kPartialSort; |
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if( spans[i]->fProps & plGeometrySpan::kVisLOS ) |
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{ |
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span->fProps |= plSpan::kVisLOS; |
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fProps |= plDrawable::kPropHasVisLOS; |
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} |
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span->fNumMatrices = spans[ i ]->fNumMatrices; |
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span->fBaseMatrix = spans[ i ]->fBaseMatrix; |
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span->fLocalUVWChans = spans[i]->fLocalUVWChans; |
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span->fMaxBoneIdx = spans[i]->fMaxBoneIdx; |
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span->fPenBoneIdx = (UInt16)(spans[i]->fPenBoneIdx); |
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bounds = spans[ i ]->fLocalBounds; |
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span->fLocalBounds = bounds; |
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bounds.Transform( &span->fLocalToWorld ); |
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span->fWorldBounds = bounds; |
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span->fFogEnvironment = spans[ i ]->fFogEnviron; |
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/// Add to our source indices |
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fSpans.Append( span ); |
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fSpanSourceIndices.Append( spanIdx ); |
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} |
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/// Rebuild the pointer array |
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IRebuildSpanArray(); |
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SetSpaceTree(nil); |
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fOptimized = false; |
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return index; |
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} |
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//// Optimize //////////////////////////////////////////////////////////////// |
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void plDrawableSpans::Optimize( void ) |
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{ |
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int i; |
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if( fOptimized ) |
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return; |
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/// Sort all the source spans |
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if( !(fProps & kPropNoReSort) ) |
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ISortSourceSpans(); |
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/// Pack the source spans into spans and indices |
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IPackSourceSpans(); |
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/// Now that we're done with the source spans, get rid of them! (BLEAH!) |
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for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
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delete fSourceSpans[ i ]; |
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fSourceSpans.Reset(); |
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if( fCriteria & kCritSortSpans ) |
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{ |
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if( !(fProps & kPropNoReSort) ) |
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fProps |= kPropSortSpans; |
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} |
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if( fCriteria & kCritSortFaces ) |
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{ |
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fProps |= kPropSortFaces; |
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} |
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/// Now we do a pass at the buffer groups, asking them to tidy up |
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for( i = 0; i < fGroups.GetCount(); i++ ) |
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fGroups[ i ]->TidyUp(); |
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// Look to see if we have any materials we aren't using anymore. |
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for( i = 0; i < fMaterials.GetCount(); i++ ) |
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{ |
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ICheckToRemoveMaterial(i); |
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} |
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fReadyToRender = false; |
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// Make the space tree (hierarchical bounds). |
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plSpaceTreeMaker maker; |
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maker.Reset(); |
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for( i = 0; i < GetNumSpans(); i++ ) |
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{ |
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maker.AddLeaf( fSpans[ i ]->fWorldBounds, fSpans[ i ]->fProps & plSpan::kPropNoDraw ); |
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} |
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plSpaceTree* tree = maker.MakeTree(); |
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SetSpaceTree(tree); |
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/// All done! |
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fOptimized = true; |
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} |
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static plStatusLog* IStartLog(const char* name, int numSpans) |
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{ |
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static char buff[256]; |
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sprintf(buff, "x%s.log", name); |
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plStatusLog* statusLog = plStatusLogMgr::GetInstance().CreateStatusLog( |
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plStatusLogMgr::kDefaultNumLines, |
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buff, |
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plStatusLog::kFilledBackground | plStatusLog::kDeleteForMe ); |
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return statusLog; |
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} |
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static plStatusLog* IEndLog(plStatusLog* statusLog) |
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{ |
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delete statusLog; |
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return nil; |
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} |
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static void ILogSpan(plStatusLog* statusLog, plGeometrySpan* geo, plVertexSpan* span, plGBufferGroup* group) |
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{ |
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if( span->fTypeMask & plSpan::kIcicleSpan ) |
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{ |
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plIcicle* ice = (plIcicle*)span; |
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if( geo->fProps & plGeometrySpan::kFirstInstance ) |
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{ |
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plGBufferCell* cell = group->GetCell(span->fVBufferIdx, span->fCellIdx); |
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UInt32 stride = group->GetVertexSize(); |
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UInt32 ptr = cell->fVtxStart + span->fCellOffset * stride; |
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statusLog->AddLineF("From obj <%s> mat <%s> size %d bytes grp=%d (%d offset)", |
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geo->fMaxOwner ? geo->fMaxOwner : "<unknown>", |
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geo->fMaterial ? geo->fMaterial->GetKey()->GetName() : "<unknown>", |
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geo->GetVertexSize(geo->fFormat) * geo->fNumVerts + sizeof(UInt16) * geo->fNumIndices, |
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span->fGroupIdx, |
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ptr |
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); |
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// span->fVBufferIdx, |
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// span->fCellIdx, |
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// span->fCellOffset, |
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// span->fVStartIdx, |
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// span->fVLength, |
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// ice->fIBufferIdx, |
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// ice->fIStartIdx, |
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// ice->fILength |
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} |
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else |
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{ |
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statusLog->AddLineF("Instanced obj <%s> mat <%s> grp=%d (%d/%d/%d/%d/%d/%d/%d/%d)", |
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geo->fMaxOwner ? geo->fMaxOwner : "<unknown>", |
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geo->fMaterial ? geo->fMaterial->GetKey()->GetName() : "<unknown>", |
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span->fGroupIdx, |
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span->fVBufferIdx, |
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span->fCellIdx, |
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span->fCellOffset, |
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span->fVStartIdx, |
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span->fVLength, |
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ice->fIBufferIdx, |
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ice->fIStartIdx, |
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ice->fILength |
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); |
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} |
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} |
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else |
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{ |
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if( geo->fProps & plGeometrySpan::kFirstInstance ) |
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{ |
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statusLog->AddLineF("From obj <%s> mat <%s> size %d bytes grp=%d (%d/%d/%d/%d/%d)", |
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geo->fMaxOwner ? geo->fMaxOwner : "<unknown>", |
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geo->fMaterial ? geo->fMaterial->GetKey()->GetName() : "<unknown>", |
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geo->GetVertexSize(geo->fFormat) * geo->fNumVerts + sizeof(UInt16) * geo->fNumIndices, |
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span->fGroupIdx, |
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span->fVBufferIdx, |
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span->fCellIdx, |
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span->fCellOffset, |
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span->fVStartIdx, |
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span->fVLength |
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); |
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} |
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else |
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{ |
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statusLog->AddLineF("Instanced obj <%s> mat <%s> grp=%d (%d/%d/%d/%d/%d)", |
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geo->fMaxOwner ? geo->fMaxOwner : "<unknown>", |
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geo->fMaterial ? geo->fMaterial->GetKey()->GetName() : "<unknown>", |
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span->fGroupIdx, |
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span->fVBufferIdx, |
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span->fCellIdx, |
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span->fCellOffset, |
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span->fVStartIdx, |
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span->fVLength |
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); |
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} |
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} |
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} |
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//// IPackSourceSpans //////////////////////////////////////////////////////// |
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// Takes the array of source spans and converts them to our internal icicle |
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// spans, vertex buffers and index buffers. |
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void plDrawableSpans::IPackSourceSpans( void ) |
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{ |
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int i, j; |
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hsBounds3Ext bounds; |
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hsBitVector doneSpans; |
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/// Calc bounds |
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fLocalBounds.MakeEmpty(); |
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fWorldBounds.MakeEmpty(); |
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for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
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{ |
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hsBounds3Ext bnd = fSourceSpans[ i ]->fLocalBounds; |
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bnd.Transform( &fSourceSpans[ i ]->fLocalToWorld ); |
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fWorldBounds.Union( &bnd ); |
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} |
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fLocalBounds = fWorldBounds; |
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fLocalBounds.Transform( &fWorldToLocal ); |
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fMaxWorldBounds = fWorldBounds; |
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// It could be that instance refs in spans that we (the drawable) own |
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// are actually spans in some other drawable. That's not currently handled. |
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// (Making that case handled would involve rewriting the instancing implementation |
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// to not suck ass). |
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// So for each instance set, we make two lists of instance refs, the ones also |
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// in this drawable (refsHere), and ones not (refsThere). If there are refsThere, |
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// we split out the refsHere into a new instance group, removing them from the |
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// refsThere list. If refsThere still contains spans from separate drawables, |
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// that will be dealt with in those drawables' Optimize calls. |
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doneSpans.Clear(); |
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for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
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{ |
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if( !doneSpans.IsBitSet(i) ) |
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{ |
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plGeometrySpan* span = fSourceSpans[i]; |
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if( span->fInstanceRefs ) |
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{ |
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hsTArray<plGeometrySpan*>& refs = *(span->fInstanceRefs); |
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hsTArray<plGeometrySpan*> refsHere; |
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hsTArray<plGeometrySpan*> refsThere; |
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int k; |
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for( k = 0; k < refs.GetCount(); k++ ) |
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{ |
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plGeometrySpan* other = refs[k]; |
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if( other != span ) |
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{ |
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int idx = fSourceSpans.Find(other); |
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if( fSourceSpans.kMissingIndex == idx ) |
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{ |
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refsThere.Append(other); |
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} |
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else |
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{ |
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refsHere.Append(other); |
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} |
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} |
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} |
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if( refsThere.GetCount() ) |
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{ |
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if( refsHere.GetCount() ) |
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{ |
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span->BreakInstance(); |
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// Okay, got to form a new instance group out of refsHere. |
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for( k = 0; k < refsHere.GetCount(); k++ ) |
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{ |
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plGeometrySpan* other = refsHere[k]; |
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other->ChangeInstance(span); |
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doneSpans.SetBit(other->fSpanRefIndex); |
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} |
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} |
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else |
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{ |
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span->UnInstance(); |
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} |
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if( refsThere.GetCount() == 1 ) |
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{ |
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refsThere[0]->UnInstance(); |
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} |
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} |
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} |
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doneSpans.SetBit(i); |
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} |
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} |
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/// Now pack the spans |
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doneSpans.Clear(); |
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for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
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{ |
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// Now we fill the rest of the data in for our span |
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if( !doneSpans.IsBitSet( i ) ) |
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{ |
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if( fSourceSpans[ i ]->fProps & plGeometrySpan::kInstanced ) |
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{ |
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// Instanced spans--convert the first as normal, then convert the rest |
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// using the first as reference |
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doneSpans.SetBit( i, true ); |
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plIcicle *baseIcicle = (plIcicle *)fSpans[ i ]; |
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IConvertGeoSpanToIcicle( fSourceSpans[ i ], baseIcicle, 0, baseIcicle ); |
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// Loop through the rest |
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for( j = 0; j < fSourceSpans[ i ]->fInstanceRefs->GetCount(); j++ ) |
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{ |
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plGeometrySpan *other = (*fSourceSpans[ i ]->fInstanceRefs)[ j ]; |
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if( other == fSourceSpans[ i ] ) |
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continue; |
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#if 0 // What exactly is this supposed to be doing? My guess is, NADA. |
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if( IConvertGeoSpanToIcicle( other, (plIcicle *)fSpans[ other->fSpanRefIndex ], 0, baseIcicle ) ) |
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baseIcicle = (plIcicle *)fSpans[ other->fSpanRefIndex ]; |
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#else // What exactly is this supposed to be doing? My guess is, NADA. |
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IConvertGeoSpanToIcicle( other, (plIcicle *)fSpans[ other->fSpanRefIndex ], 0, baseIcicle ); |
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#endif // What exactly is this supposed to be doing? My guess is, NADA. |
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doneSpans.SetBit( other->fSpanRefIndex, true ); |
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} |
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} |
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else |
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{ |
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// Do normal, uninstanced conversion |
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IConvertGeoSpanToIcicle( fSourceSpans[ i ], (plIcicle *)fSpans[ i ], 0 ); |
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doneSpans.SetBit( i, true ); |
|
} |
|
} |
|
} |
|
|
|
#ifdef VERT_LOG |
|
hsTArray<plGeometrySpan*> order; |
|
order.SetCount(fSourceSpans.GetCount()); |
|
for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
|
{ |
|
order[fSourceSpans[i]->fSpanRefIndex] = fSourceSpans[i]; |
|
} |
|
|
|
plStatusLog* statusLog = IStartLog(GetKey()->GetName(), fSourceSpans.GetCount()); |
|
for( i = 0; i < order.GetCount(); i++ ) |
|
{ |
|
plVertexSpan* vSpan = (plVertexSpan*)fSpans[i]; |
|
ILogSpan(statusLog, order[i], vSpan, fGroups[vSpan->fGroupIdx]); |
|
} |
|
statusLog = IEndLog(statusLog); |
|
#endif |
|
} |
|
|
|
//// ISortSourceSpans //////////////////////////////////////////////////////// |
|
// Does our actual optimization path by resorting all the spans into the |
|
// most efficient order possible. Also has to re-order the span lookup |
|
// table. |
|
|
|
void plDrawableSpans::ISortSourceSpans( void ) |
|
{ |
|
hsTArray<UInt32> spanReorderTable, spanInverseTable; |
|
int i, j, idx; |
|
plGeometrySpan *tmpSpan; |
|
UInt32 tmpIdx; |
|
plSpan *tmpSpanPtr; |
|
|
|
|
|
// Init the reorder table |
|
for( i = 0; i < fSourceSpans.GetCount(); i++ ) |
|
spanReorderTable.Append( i ); |
|
|
|
// Do a nice, if naiive, sort by material (hehe by the pointers, no less) |
|
for( i = 0; i < fSourceSpans.GetCount() - 1; i++ ) |
|
{ |
|
for( j = i + 1, idx = i; j < fSourceSpans.GetCount(); j++ ) |
|
{ |
|
if( ICompareSpans( fSourceSpans[ j ], fSourceSpans[ idx ] ) < 0 ) |
|
idx = j; |
|
} |
|
|
|
// Swap idx with i, so we get the smallest pointer on top |
|
if( i != idx ) |
|
{ |
|
// Swap both the source span and our internal span |
|
tmpSpan = fSourceSpans[ i ]; |
|
fSourceSpans[ i ] = fSourceSpans[ idx ]; |
|
fSourceSpans[ idx ] = tmpSpan; |
|
|
|
fSourceSpans[ i ]->fSpanRefIndex = i; |
|
fSourceSpans[ idx ]->fSpanRefIndex = idx; |
|
|
|
tmpSpanPtr = fSpans[ i ]; |
|
fSpans[ i ] = fSpans[ idx ]; |
|
fSpans[ idx ] = tmpSpanPtr; |
|
|
|
// Also swap the entries in the reorder table |
|
tmpIdx = spanReorderTable[ i ]; |
|
spanReorderTable[ i ] = spanReorderTable[ idx ]; |
|
spanReorderTable[ idx ] = tmpIdx; |
|
} |
|
|
|
// Next! |
|
} |
|
|
|
|
|
/// Problem: our reorder table is inversed(y->x instead of x->y). Either we search for numbers, |
|
/// or we just flip it first... |
|
spanInverseTable.SetCountAndZero( spanReorderTable.GetCount() ); |
|
for( i = 0; i < spanReorderTable.GetCount(); i++ ) |
|
spanInverseTable[ spanReorderTable[ i ] ] = i; |
|
|
|
/// Now update our span xlate table |
|
for( i = 0; i < fDIIndices.GetCount(); i++ ) |
|
{ |
|
if( !fDIIndices[ i ]->IsMatrixOnly() ) |
|
{ |
|
for( j = 0; j < fDIIndices[ i ]->GetCount(); j++ ) |
|
{ |
|
idx = (*fDIIndices[ i ])[ j ]; |
|
|
|
(*fDIIndices[ i ])[ j ] = spanInverseTable[ idx ]; |
|
} |
|
} |
|
} |
|
|
|
/// Use our pointer array to rebuild the icicle array (UUUUGLY) |
|
hsTArray<plIcicle> tempIcicles; |
|
plIcicle *newIcicle; |
|
|
|
tempIcicles.SetCount( fIcicles.GetCount() ); |
|
|
|
for( i = 0, newIcicle = tempIcicles.AcquireArray(); |
|
i < fSpans.GetCount(); i++ ) |
|
{ |
|
*newIcicle = *( (plIcicle *)fSpans[ i ] ); |
|
fSpans[ i ] = newIcicle; |
|
newIcicle++; |
|
} |
|
|
|
/// Swap the two arrays out. This will basically swap the actual memory blocks, so be careful... |
|
fIcicles.Swap( tempIcicles ); |
|
tempIcicles.Reset(); |
|
} |
|
|
|
//// ICompareSpans /////////////////////////////////////////////////////////// |
|
// Sorting function for ISortSpans(). Kinda like strcmp(): returns -1 if |
|
// span1 < span2, 1 if span1 > span2, 0 if "equal". |
|
|
|
short plDrawableSpans::ICompareSpans( plGeometrySpan *span1, plGeometrySpan *span2 ) |
|
{ |
|
hsBool b1, b2; |
|
int i, j, numLayers; |
|
plBitmap *t1, *t2; |
|
|
|
|
|
/// Quick check--identical materials are easy to compare :) |
|
if( span1->fMaterial == span2->fMaterial ) |
|
return 0; |
|
|
|
/// Compare features from most to least important... |
|
|
|
// Any decal span should come after a non-decal |
|
if( span1->fDecalLevel < span2->fDecalLevel ) |
|
return -1; |
|
if( span1->fDecalLevel > span2->fDecalLevel ) |
|
return 1; |
|
// Ok, they're equal decal-wise, so find something else to judge on |
|
|
|
// Most important: is one of the materials an alpha blend? (if so, gotta |
|
// put at end, so it's "bigger") |
|
if( span1->fMaterial->GetNumLayers() > 0 && |
|
( span1->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask ) != 0 ) |
|
b1 = true; |
|
else |
|
b1 = false; |
|
|
|
if( span2->fMaterial->GetNumLayers() > 0 && |
|
( span2->fMaterial->GetLayer( 0 )->GetState().fBlendFlags & hsGMatState::kBlendMask ) != 0 ) |
|
b2 = true; |
|
else |
|
b2 = false; |
|
|
|
if( b1 != b2 ) |
|
return( b1 ? 1 : -1 ); |
|
|
|
// Next is texture (name). We do this kinda like strings: compare the first layer's |
|
// textures and go upwards, so that we group materials together starting with the |
|
// base layer's texture and going upwards |
|
numLayers = span1->fMaterial->GetNumLayers(); |
|
if( span2->fMaterial->GetNumLayers() < numLayers ) |
|
numLayers = span2->fMaterial->GetNumLayers(); |
|
|
|
for( i = 0; i < numLayers; i++ ) |
|
{ |
|
t1 = span1->fMaterial->GetLayer( i )->GetTexture(); |
|
t2 = span2->fMaterial->GetLayer( i )->GetTexture(); |
|
|
|
if( t1 != nil && t2 == nil ) |
|
return 1; |
|
else if( t1 == nil && t2 != nil ) |
|
return -1; |
|
else if( t1 == nil && t2 == nil ) |
|
break; // Textures equal up to here--keep going with rest of tests |
|
|
|
if( t1->GetKeyName() != nil && t2->GetKeyName() != nil ) |
|
{ |
|
j = stricmp( t1->GetKeyName(), t2->GetKeyName() ); |
|
if( j != 0 ) |
|
return (short)j; |
|
} |
|
} |
|
|
|
// Finally, by material itself. |
|
if( span1->fMaterial->GetKeyName() != nil && span2->fMaterial->GetKeyName() != nil ) |
|
{ |
|
j = stricmp( span1->fMaterial->GetKeyName(), span2->fMaterial->GetKeyName() ); |
|
if( j != 0 ) |
|
return (short)j; |
|
} |
|
|
|
if( span1->fLocalToWorld.fFlags != span2->fLocalToWorld.fFlags ) |
|
{ |
|
if( span1->fLocalToWorld.fFlags ) |
|
return -1; |
|
else |
|
return 1; |
|
} |
|
|
|
/// Equal in our book... |
|
return 0; |
|
}
|
|
|