diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-07-10 16:47:20 +0400 |
commit | 99fdf27af92b9bd9d05c108f2c2c8a240c5536bc (patch) | |
tree | 0e7d2c4b425a5d3906a7841e5919e384e0bc27a4 /source/gameengine/Converter/BL_MeshDeformer.cpp | |
parent | 3d7358539df4526ffc2c2bbd40cf2001c5acf374 (diff) |
Sync with Apricot Game Engine
=============================
* Clean up and optimizations in skinned/deformed mesh code.
* Compatibility fixes and clean up in the rasterizer.
* Changes related to GLSL shadow buffers which should have no
effect, to keep the code in sync with apricot.
Diffstat (limited to 'source/gameengine/Converter/BL_MeshDeformer.cpp')
-rw-r--r-- | source/gameengine/Converter/BL_MeshDeformer.cpp | 174 |
1 files changed, 92 insertions, 82 deletions
diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index 212827a660f..39d66a90e92 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -39,6 +39,7 @@ #endif #include "RAS_IPolygonMaterial.h" +#include "BL_DeformableGameObject.h" #include "BL_MeshDeformer.h" #include "BL_SkinMeshObject.h" #include "DNA_mesh_types.h" @@ -47,33 +48,40 @@ #include "GEN_Map.h" #include "STR_HashedString.h" -bool BL_MeshDeformer::Apply(RAS_IPolyMaterial *mat) +bool BL_MeshDeformer::Apply(RAS_IPolyMaterial*) { - size_t i, j, index; - vecVertexArray array; - vecIndexArrays mvarray; - vecIndexArrays diarray; - - RAS_TexVert *tv; - MVert *mvert; - - // For each material - array = m_pMeshObject->GetVertexCache(mat); - mvarray = m_pMeshObject->GetMVertCache(mat); - diarray = m_pMeshObject->GetDIndexCache(mat); - - // For each array - for (i=0; i<array.size(); i++){ - // For each vertex - for (j=0; j<array[i]->size(); j++){ - tv = &((*array[i])[j]); - index = ((*diarray[i])[j]); - - mvert = &(m_bmesh->mvert[((*mvarray[i])[index])]); - tv->SetXYZ(MT_Point3(mvert->co)); + size_t i, j; + float *co; + + // only apply once per frame if the mesh is actually modified + if(m_pMeshObject->MeshModified() && + m_lastDeformUpdate != m_gameobj->GetLastFrame()) { + // For each material + for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); + mit != m_pMeshObject->GetLastMaterial(); ++ mit) { + RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); + + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); + + // For each array + for (i=0; i<vertexarrays.size(); i++){ + KX_VertexArray& vertexarray = (*vertexarrays[i]); + + // For each vertex + for (j=0; j<vertexarray.size(); j++){ + RAS_TexVert& v = vertexarray[j]; + co = m_bmesh->mvert[v.getOrigIndex()].co; + v.SetXYZ(MT_Point3(co)); + } + } } + + m_lastDeformUpdate = m_gameobj->GetLastFrame(); + + return true; } - return true; + + return false; } BL_MeshDeformer::~BL_MeshDeformer() @@ -92,83 +100,86 @@ void BL_MeshDeformer::RecalcNormals() /* We don't normalize for performance, not doing it for faces normals * gives area-weight normals which often look better anyway, and use * GL_NORMALIZE so we don't have to do per vertex normalization either - * since the GPU can do it faster - * - * There's a lot of indirection here to get to the data, can this work - * with less arrays/indirection? */ - - vecIndexArrays indexarrays; - vecIndexArrays mvarrays; - vecIndexArrays diarrays; - vecVertexArray vertexarrays; + * since the GPU can do it faster */ size_t i, j; /* set vertex normals to zero */ - for (i=0; i<(size_t)m_bmesh->totvert; i++) - m_transnors[i] = MT_Vector3(0.0f, 0.0f, 0.0f); + memset(m_transnors, 0, sizeof(float)*3*m_bmesh->totvert); /* add face normals to vertices. */ for(RAS_MaterialBucket::Set::iterator mit = m_pMeshObject->GetFirstMaterial(); mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - indexarrays = m_pMeshObject->GetIndexCache(mat); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + const vecIndexArrays& indexarrays = m_pMeshObject->GetIndexCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<indexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); const KX_IndexArray& indexarray = (*indexarrays[i]); int nvert = mat->UsesTriangles()? 3: 4; for(j=0; j<indexarray.size(); j+=nvert) { - MT_Point3 mv1, mv2, mv3, mv4, fnor; - int i1 = indexarray[j]; - int i2 = indexarray[j+1]; - int i3 = indexarray[j+2]; - RAS_TexVert& v1 = vertexarray[i1]; - RAS_TexVert& v2 = vertexarray[i2]; - RAS_TexVert& v3 = vertexarray[i3]; - + RAS_TexVert& v1 = vertexarray[indexarray[j]]; + RAS_TexVert& v2 = vertexarray[indexarray[j+1]]; + RAS_TexVert& v3 = vertexarray[indexarray[j+2]]; + RAS_TexVert *v4 = NULL; + + const float *co1 = v1.getLocalXYZ(); + const float *co2 = v2.getLocalXYZ(); + const float *co3 = v3.getLocalXYZ(); + const float *co4 = NULL; + /* compute face normal */ - mv1 = MT_Point3(v1.getLocalXYZ()); - mv2 = MT_Point3(v2.getLocalXYZ()); - mv3 = MT_Point3(v3.getLocalXYZ()); + float fnor[3], n1[3], n2[3]; if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - mv4 = MT_Point3(v4.getLocalXYZ()); + v4 = &vertexarray[indexarray[j+3]]; + co4 = v4->getLocalXYZ(); + + n1[0]= co1[0]-co3[0]; + n1[1]= co1[1]-co3[1]; + n1[2]= co1[2]-co3[2]; - fnor = (((mv2-mv1).cross(mv3-mv2))+((mv4-mv3).cross(mv1-mv4))); //.safe_normalized(); + n2[0]= co2[0]-co4[0]; + n2[1]= co2[1]-co4[1]; + n2[2]= co2[2]-co4[2]; } - else - fnor = ((mv2-mv1).cross(mv3-mv2)); //.safe_normalized(); + else { + n1[0]= co1[0]-co2[0]; + n2[0]= co2[0]-co3[0]; + n1[1]= co1[1]-co2[1]; + + n2[1]= co2[1]-co3[1]; + n1[2]= co1[2]-co2[2]; + n2[2]= co2[2]-co3[2]; + } + + fnor[0]= n1[1]*n2[2] - n1[2]*n2[1]; + fnor[1]= n1[2]*n2[0] - n1[0]*n2[2]; + fnor[2]= n1[0]*n2[1] - n1[1]*n2[0]; /* add to vertices for smooth normals */ - m_transnors[mvarray[diarray[i1]]] += fnor; - m_transnors[mvarray[diarray[i2]]] += fnor; - m_transnors[mvarray[diarray[i3]]] += fnor; + float *vn1 = m_transnors[v1.getOrigIndex()]; + float *vn2 = m_transnors[v2.getOrigIndex()]; + float *vn3 = m_transnors[v3.getOrigIndex()]; + + vn1[0] += fnor[0]; vn1[1] += fnor[1]; vn1[2] += fnor[2]; + vn2[0] += fnor[0]; vn2[1] += fnor[1]; vn2[2] += fnor[2]; + vn3[0] += fnor[0]; vn3[1] += fnor[1]; vn3[2] += fnor[2]; + + if(v4) { + float *vn4 = m_transnors[v4->getOrigIndex()]; + vn4[0] += fnor[0]; vn4[1] += fnor[1]; vn4[2] += fnor[2]; + } /* in case of flat - just assign, the vertices are split */ if(v1.getFlag() & TV_CALCFACENORMAL) { v1.SetNormal(fnor); v2.SetNormal(fnor); v3.SetNormal(fnor); - } - - if(nvert == 4) { - int i4 = indexarray[j+3]; - RAS_TexVert& v4 = vertexarray[i4]; - - /* same as above */ - m_transnors[mvarray[diarray[i4]]] += fnor; - - if(v4.getFlag() & TV_CALCFACENORMAL) - v4.SetNormal(fnor); + if(v4) + v4->SetNormal(fnor); } } } @@ -179,18 +190,17 @@ void BL_MeshDeformer::RecalcNormals() mit != m_pMeshObject->GetLastMaterial(); ++ mit) { RAS_IPolyMaterial *mat = (*mit)->GetPolyMaterial(); - vertexarrays = m_pMeshObject->GetVertexCache(mat); - diarrays = m_pMeshObject->GetDIndexCache(mat); - mvarrays = m_pMeshObject->GetMVertCache(mat); + vecVertexArray& vertexarrays = m_pMeshObject->GetVertexCache(mat); for (i=0; i<vertexarrays.size(); i++) { KX_VertexArray& vertexarray = (*vertexarrays[i]); - const KX_IndexArray& mvarray = (*mvarrays[i]); - const KX_IndexArray& diarray = (*diarrays[i]); - for(j=0; j<vertexarray.size(); j++) - if(!(vertexarray[j].getFlag() & TV_CALCFACENORMAL)) - vertexarray[j].SetNormal(m_transnors[mvarray[diarray[j]]]); //.safe_normalized() + for(j=0; j<vertexarray.size(); j++) { + RAS_TexVert& v = vertexarray[j]; + + if(!(v.getFlag() & TV_CALCFACENORMAL)) + v.SetNormal(m_transnors[v.getOrigIndex()]); //.safe_normalized() + } } } } @@ -204,8 +214,8 @@ void BL_MeshDeformer::VerifyStorage() if (m_transnors) delete [] m_transnors; - m_transverts=new float[(sizeof(*m_transverts)*m_bmesh->totvert)][3]; - m_transnors=new MT_Vector3[m_bmesh->totvert]; + m_transverts=new float[m_bmesh->totvert][3]; + m_transnors=new float[m_bmesh->totvert][3]; m_tvtot = m_bmesh->totvert; } } |