Example #1
0
void MFixedRenderer::drawOpaques(MSubMesh * subMesh, MArmature * armature)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawOpaques);
	// data
	MVector3 * vertices = subMesh->getVertices();
	MVector3 * normals = subMesh->getNormals();
	MColor * colors = subMesh->getColors();
	
	if(! vertices)
		return;
	
	MSkinData * skinData = subMesh->getSkinData();
	if(armature && skinData)
	{
		unsigned int verticesSize = subMesh->getVerticesSize();
		unsigned int normalsSize = subMesh->getNormalsSize();
		
		MVector3 * skinVertices = getVertices(verticesSize);
		MVector3 * skinNormals = getNormals(normalsSize);
		
		computeSkinning(armature, skinData, vertices, normals, NULL, skinVertices, skinNormals, NULL);
		subMesh->getBoundingBox()->initFromPoints(skinVertices, verticesSize);
		
		vertices = skinVertices;
		normals = skinNormals;
	}
	
	unsigned int i;
	unsigned int displayNumber = subMesh->getDisplaysNumber();
	for(i=0; i<displayNumber; i++)
	{
		MDisplay * display = subMesh->getDisplay(i);
		if(! display->isVisible())
			continue;
		
		MMaterial * material = display->getMaterial();
		if(material)
		{
			if(material->getBlendMode() == M_BLENDING_NONE)
				drawDisplay(subMesh, display, vertices, normals, colors);
		}
	}
}
Example #2
0
// Mesh bin export
bool exportMeshBin(const char * filename, MMesh * mesh)
{
	int version = 2;
	char rep[256];
	bool state;
	
	
	// create file
	MFile * file = M_fopen(filename, "wb");
	if(! file)
	{
		printf("Error : can't create file %s\n", filename);
		return false;
	}
	
	
	// get file directory
	getRepertory(rep, filename);
	
	
	// header
	M_fwrite(M_MESH_HEADER, sizeof(char), 8, file);

	// version
	M_fwrite(&version, sizeof(int), 1, file);


	// Animation
	{
		// anim refs
		MArmatureAnimRef * armatureAnimRef = mesh->getArmatureAnimRef();
		MTexturesAnimRef * texturesAnimRef = mesh->getTexturesAnimRef();
		MMaterialsAnimRef * materialsAnimRef = mesh->getMaterialsAnimRef();
		
		// armature anim ref
		writeDataRef(file, armatureAnimRef, rep);
		
		// textures anim ref
		writeDataRef(file, texturesAnimRef, rep);
		
		// materials anim ref
		writeDataRef(file, materialsAnimRef, rep);
		
		// anims ranges
		unsigned int animsRangesNumber = mesh->getAnimsRangesNumber();
		MAnimRange * animsRanges = mesh->getAnimsRanges();
		
		M_fwrite(&animsRangesNumber, sizeof(int), 1, file);
		if(animsRangesNumber > 0)
			M_fwrite(animsRanges, sizeof(MAnimRange), animsRangesNumber, file);
	}
	
	
	// Textures
	{
		unsigned int t, texturesNumber = mesh->getTexturesNumber();
		M_fwrite(&texturesNumber, sizeof(int), 1, file);
		for(t=0; t<texturesNumber; t++)
		{
			MTexture * texture = mesh->getTexture(t);
			
			MTextureRef * textureRef = texture->getTextureRef();
			M_TEX_GEN_MODES genMode = texture->getGenMode();
			M_WRAP_MODES UWrapMode = texture->getUWrapMode();
			M_WRAP_MODES VWrapMode = texture->getVWrapMode();
			MVector2 texTranslate = texture->getTexTranslate();
			MVector2 texScale = texture->getTexScale();
			float texRotate = texture->getTexRotate();
			
			// texture ref
			writeDataRef(file, textureRef, rep);
			if(textureRef)
			{
				bool mipmap = textureRef->isMipmapEnabled();
				M_fwrite(&mipmap, sizeof(bool), 1, file);
			}
			
			// data
			M_fwrite(&genMode, sizeof(M_TEX_GEN_MODES), 1, file);
			M_fwrite(&UWrapMode, sizeof(M_WRAP_MODES), 1, file);
			M_fwrite(&VWrapMode, sizeof(M_WRAP_MODES), 1, file);
			M_fwrite(&texTranslate, sizeof(MVector2), 1, file);
			M_fwrite(&texScale, sizeof(MVector2), 1, file);
			M_fwrite(&texRotate, sizeof(float), 1, file);
		}
	}
	
	
	// Materials
	{
		unsigned int m, materialsNumber = mesh->getMaterialsNumber();
		M_fwrite(&materialsNumber, sizeof(int), 1, file);
		for(m=0; m<materialsNumber; m++)
		{
			MMaterial * material = mesh->getMaterial(m);
			
			int type = material->getType();
			float opacity = material->getOpacity();
			float shininess = material->getShininess();
			float customValue = material->getCustomValue();
			M_BLENDING_MODES blendMode = material->getBlendMode();
			MVector3 emit = material->getEmit();
			MVector3 diffuse = material->getDiffuse();
			MVector3 specular = material->getSpecular();
			MVector3 customColor = material->getCustomColor();
			MFXRef * FXRef = material->getFXRef();
			MFXRef * ZFXRef = material->getZFXRef();
			
			// FX ref
			state = FXRef != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(FXRef)
			{
				MShaderRef * vertShadRef = FXRef->getVertexShaderRef();
				MShaderRef * pixShadRef = FXRef->getPixelShaderRef();
				
				writeDataRef(file, vertShadRef, rep);
				writeDataRef(file, pixShadRef, rep);
			}
			
			// Z FX ref
			state = ZFXRef != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(ZFXRef)
			{
				MShaderRef * vertShadRef = ZFXRef->getVertexShaderRef();
				MShaderRef * pixShadRef = ZFXRef->getPixelShaderRef();
				
				writeDataRef(file, vertShadRef, rep);
				writeDataRef(file, pixShadRef, rep);
			}
			
			// data
			M_fwrite(&type, sizeof(int), 1, file);
			M_fwrite(&opacity, sizeof(float), 1, file);
			M_fwrite(&shininess, sizeof(float), 1, file);
			M_fwrite(&customValue, sizeof(float), 1, file);
			M_fwrite(&blendMode, sizeof(M_BLENDING_MODES), 1, file);
			M_fwrite(&emit, sizeof(MVector3), 1, file);
			M_fwrite(&diffuse, sizeof(MVector3), 1, file);
			M_fwrite(&specular, sizeof(MVector3), 1, file);
			M_fwrite(&customColor, sizeof(MVector3), 1, file);
			
			// textures pass
			unsigned int t, texturesPassNumber = material->getTexturesPassNumber();
			
			M_fwrite(&texturesPassNumber, sizeof(int), 1, file);
			for(t=0; t<texturesPassNumber; t++)
			{
				MTexturePass * texturePass = material->getTexturePass(t);
				
				MTexture * texture = texturePass->getTexture();
				unsigned int mapChannel = texturePass->getMapChannel();
				M_TEX_COMBINE_MODES combineMode = texturePass->getCombineMode();
				
				// texture id
				int textureId = getTextureId(mesh, texture);
				M_fwrite(&textureId, sizeof(int), 1, file);
				
				// data
				M_fwrite(&mapChannel, sizeof(int), 1, file);
				M_fwrite(&combineMode, sizeof(M_TEX_COMBINE_MODES), 1, file);
			}
		}
	}
	
	
	// Bones
	{
		MArmature * armature = mesh->getArmature();
		
		state = armature != NULL;
		M_fwrite(&state, sizeof(bool), 1, file);
		if(armature)
		{
			unsigned int b, bonesNumber = armature->getBonesNumber();
			M_fwrite(&bonesNumber, sizeof(int), 1, file);
			for(b=0; b<bonesNumber; b++)
			{
				MOBone * bone = armature->getBone(b);
				MObject3d * parent = bone->getParent();
				
				MVector3 position = bone->getPosition();
				MVector3 scale = bone->getScale();
				MQuaternion rotation = bone->getRotation();
				
				// name
				writeString(file, bone->getName());
				
				// parent id
				int parentId = -1;
				if(parent)
				{
					unsigned int id;
					if(armature->getBoneId(parent->getName(), &id))
						parentId = (int)id;
				}
				
				M_fwrite(&parentId, sizeof(int), 1, file);
				
				// position / rotation / scale
				M_fwrite(&position, sizeof(MVector3), 1, file);
				M_fwrite(&rotation, sizeof(MQuaternion), 1, file);
				M_fwrite(&scale, sizeof(MVector3), 1, file);
			}
		}
	}
	
	
	// BoundingBox
	{
		MBox3d * box = mesh->getBoundingBox();
		M_fwrite(box, sizeof(MBox3d), 1, file);
	}
	
	
	// SubMeshs
	{
		unsigned int s, subMeshsNumber = mesh->getSubMeshsNumber();
		MSubMesh * subMeshs = mesh->getSubMeshs();
		
		M_fwrite(&subMeshsNumber, sizeof(int), 1, file);
		for(s=0; s<subMeshsNumber; s++)
		{
			MSubMesh * subMesh = &(subMeshs[s]);

			unsigned int indicesSize = subMesh->getIndicesSize();
			unsigned int verticesSize = subMesh->getVerticesSize();
			unsigned int normalsSize = subMesh->getNormalsSize();
			unsigned int tangentsSize = subMesh->getTangentsSize();
			unsigned int texCoordsSize = subMesh->getTexCoordsSize();
			unsigned int colorsSize = subMesh->getColorsSize();
			
			M_TYPES indicesType = subMesh->getIndicesType();
			void * indices = subMesh->getIndices();
			
			MColor * colors = subMesh->getColors();
			MVector3 * vertices = subMesh->getVertices();
			MVector3 * normals = subMesh->getNormals();
			MVector3 * tangents = subMesh->getTangents();
			MVector2 * texCoords = subMesh->getTexCoords();
			
			MBox3d * box = subMesh->getBoundingBox();
			MSkinData * skin = subMesh->getSkinData();
			map<unsigned int, unsigned int> * mapChannelOffsets = subMesh->getMapChannelOffsets();
			
			
			// BoundingBox
			M_fwrite(box, sizeof(MBox3d), 1, file);
			
			// indices
			M_fwrite(&indicesSize, sizeof(int), 1, file);
			if(indicesSize > 0)
			{
				// indice type
				M_fwrite(&indicesType, sizeof(M_TYPES), 1, file);
				switch(indicesType)
				{
					case M_USHORT:
						M_fwrite(indices, sizeof(short), indicesSize, file);
						break;
					case M_UINT:
						M_fwrite(indices, sizeof(int), indicesSize, file);
						break;
				}
			}
			
			// vertices
			M_fwrite(&verticesSize, sizeof(int), 1, file);
			if(verticesSize > 0)
				M_fwrite(vertices, sizeof(MVector3), verticesSize, file);
			
			// normals
			M_fwrite(&normalsSize, sizeof(int), 1, file);
			if(normalsSize > 0)
				M_fwrite(normals, sizeof(MVector3), normalsSize, file);
			
			// tangents
			M_fwrite(&tangentsSize, sizeof(int), 1, file);
			if(tangentsSize > 0)
				M_fwrite(tangents, sizeof(MVector3), tangentsSize, file);
			
			// texCoords
			M_fwrite(&texCoordsSize, sizeof(int), 1, file);
			if(texCoordsSize > 0)
				M_fwrite(texCoords, sizeof(MVector2), texCoordsSize, file);
			
			// colors
			M_fwrite(&colorsSize, sizeof(int), 1, file);
			if(colorsSize > 0)
				M_fwrite(colors, sizeof(MColor), colorsSize, file);
			
			// mapChannels
			{
				unsigned int size = mapChannelOffsets->size();
				M_fwrite(&size, sizeof(int), 1, file);
				
				map<unsigned int, unsigned int>::iterator
				mit (mapChannelOffsets->begin()),
				mend(mapChannelOffsets->end());
				
				for(;mit!=mend;++mit)
				{
					M_fwrite(&mit->first, sizeof(int), 1, file);
					M_fwrite(&mit->second, sizeof(int), 1, file);
				}
			}
			
			
			// Skins
			state = skin != NULL;
			M_fwrite(&state, sizeof(bool), 1, file);
			if(skin)
			{
				// skin point
				unsigned int p, pointsNumber = skin->getPointsNumber();
				M_fwrite(&pointsNumber, sizeof(int), 1, file);
				for(p=0; p<pointsNumber; p++)
				{
					MSkinPoint * skinPoint = skin->getPoint(p);
					
					unsigned int vertexId = skinPoint->getVertexId();
					unsigned int bonesNumber = skinPoint->getBonesNumber();
					unsigned short * bonesIds = skinPoint->getBonesIds();
					float * bonesWeights = skinPoint->getBonesWeights();
					
					// data
					M_fwrite(&vertexId, sizeof(int), 1, file);
					M_fwrite(&bonesNumber, sizeof(int), 1, file);
					if(bonesNumber > 0)
					{
						M_fwrite(bonesIds, sizeof(short), bonesNumber, file);
						M_fwrite(bonesWeights, sizeof(float), bonesNumber, file);
					}
				}
			}
			
			
			// Displays
			unsigned int d, displaysNumber = subMesh->getDisplaysNumber();
			M_fwrite(&displaysNumber, sizeof(int), 1, file);
			for(d=0; d<displaysNumber; d++)
			{
				MDisplay * display = subMesh->getDisplay(d);
				
				M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType();
				unsigned int begin = display->getBegin();
				unsigned int size = display->getSize();
				MMaterial * material = display->getMaterial();
				M_CULL_MODES cullMode = display->getCullMode();
				
				int materialId = getMaterialId(mesh, material);
				
				// data
				M_fwrite(&primitiveType, sizeof(M_PRIMITIVE_TYPES), 1, file);
				M_fwrite(&begin, sizeof(int), 1, file);
				M_fwrite(&size, sizeof(int), 1, file);
				M_fwrite(&materialId, sizeof(int), 1, file);
				M_fwrite(&cullMode, sizeof(M_CULL_MODES), 1, file);
			}
		}
	}
	

	M_fclose(file);
	return true;
}
Example #3
0
void MFixedRenderer::drawTransparents(MSubMesh * subMesh, MArmature * armature)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawTransparents);
	MRenderingContext * render = MEngine::getInstance()->getRenderingContext();
	
	// data
	MVector3 * vertices = subMesh->getVertices();
	MVector3 * normals = subMesh->getNormals();
	MColor * colors = subMesh->getColors();
	
	if(! vertices)
		return;

	MSkinData * skinData = subMesh->getSkinData();
	if(armature && skinData)
	{
		unsigned int verticesSize = subMesh->getVerticesSize();
		unsigned int normalsSize = subMesh->getNormalsSize();
		
		MVector3 * skinVertices = getVertices(verticesSize);
		MVector3 * skinNormals = getNormals(normalsSize);
		
		computeSkinning(armature, skinData, vertices, normals, NULL, skinVertices, skinNormals, NULL);
		subMesh->getBoundingBox()->initFromPoints(skinVertices, verticesSize);
		
		vertices = skinVertices;
		normals = skinNormals;
	}
	
	render->setColorMask(0, 0, 0, 0);
	
	unsigned int i;
	unsigned int displayNumber = subMesh->getDisplaysNumber();
	for(i=0; i<displayNumber; i++)
	{
		MDisplay * display = subMesh->getDisplay(i);
		if((! display->isVisible()) || (! display->getMaterial()))
			continue;
		
		if(display->getMaterial()->getBlendMode() == M_BLENDING_ALPHA)
			drawDisplayTriangles(subMesh, display, vertices);
	}
	
	render->setColorMask(1, 1, 1, 1);
	render->setDepthMask(0);
	
	for(i=0; i<displayNumber; i++)
	{
		MDisplay * display = subMesh->getDisplay(i);
		if(! display->isVisible())
			continue;
		
		MMaterial * material = display->getMaterial();
		if(material)
		{
			if(material->getBlendMode() != M_BLENDING_NONE)
				drawDisplay(subMesh, display, vertices, normals, colors);
		}
	}
	
	render->setDepthMask(1);
}
Example #4
0
void MFixedRenderer::drawDisplay(MSubMesh * subMesh, MDisplay * display, MVector3 * vertices, MVector3 * normals, MColor * colors)
{
    M_PROFILE_SCOPE(MFixedRenderer::drawDisplay);
	MEngine * engine = MEngine::getInstance();
	MRenderingContext * render = engine->getRenderingContext();
	
	
	render->setColor4(MVector4(1, 1, 1, 1));
	

	// get material
	MMaterial * material = display->getMaterial();
	{
		float opacity = material->getOpacity();
		if(opacity <= 0.0f)
			return;
		
		// data
		M_TYPES indicesType = subMesh->getIndicesType();
		void * indices = subMesh->getIndices();
		MVector2 * texCoords = subMesh->getTexCoords();

		// begin / size
		unsigned int begin = display->getBegin();
		unsigned int size = display->getSize();
		
		// get properties
		M_PRIMITIVE_TYPES primitiveType = display->getPrimitiveType();
		M_BLENDING_MODES blendMode = material->getBlendMode();
		M_CULL_MODES cullMode = display->getCullMode();
		MVector3 * diffuse = material->getDiffuse();
		MVector3 * specular = material->getSpecular();
		MVector3 * emit = material->getEmit();
		float shininess = material->getShininess();
		
		// get current fog color
		MVector3 currentFogColor;
		render->getFogColor(&currentFogColor);
		
		// set cull mode
		if(cullMode == M_CULL_NONE){
			render->disableCullFace();
		}
		else{
			render->enableCullFace();
			render->setCullMode(cullMode);
		}
		
		// texture passes
		unsigned int texturesPassNumber = MIN(8, material->getTexturesPassNumber());
		
		// set blending mode
		render->setBlendingMode(blendMode);
		
		// alpha test
		if(blendMode != M_BLENDING_ALPHA && texturesPassNumber > 0)
		{
			MTexturePass * texturePass = material->getTexturePass(0);
			MTexture * texture = texturePass->getTexture();
			if(texture)
			{
				if(texture->getTextureRef()->getComponents() > 3)
					render->setAlphaTest(0.5f);
			}
		}
		
		// set fog color depending on blending
		switch(blendMode)
		{
			case M_BLENDING_ADD:
			case M_BLENDING_LIGHT:
				render->setFogColor(MVector3(0, 0, 0));
				break;
			case M_BLENDING_PRODUCT:
				render->setFogColor(MVector3(1, 1, 1));
				break;
		}
		
		// fixed pipeline
		{
			// no FX
			render->bindFX(0);
			
			// Vertex
			render->enableVertexArray();
			render->setVertexPointer(M_FLOAT, 3, vertices);
			
			// Normal
			if(normals)
			{
				render->enableNormalArray();
				render->setNormalPointer(M_FLOAT, normals);
			}
			
			// Color
			if(colors)
			{
				render->disableLighting();
				render->enableColorArray();
				render->setColorPointer(M_UBYTE, 4, colors);
			}
			
			// Material
			render->setMaterialDiffuse(MVector4(diffuse->x, diffuse->y, diffuse->z, opacity));
			render->setMaterialSpecular(MVector4(*specular));
			render->setMaterialAmbient(MVector4());
			render->setMaterialEmit(MVector4(*emit));
			render->setMaterialShininess(shininess);
			
			// switch to texture matrix mode
			if(texturesPassNumber > 0)
				render->setMatrixMode(M_MATRIX_TEXTURE);
			else
				render->disableTexture();
			
			// Textures
			int id = texturesPassNumber;
			for(unsigned int t=0; t<texturesPassNumber; t++)
			{
				MTexturePass * texturePass = material->getTexturePass(t);
				
				MTexture * texture = texturePass->getTexture();
				if((! texture) || (! texCoords))
				{
					render->bindTexture(0, t);
					render->disableTexture();
					render->disableTexCoordArray();
					continue;
				}
				
				// texCoords
				unsigned int offset = 0;
				if(subMesh->isMapChannelExist(texturePass->getMapChannel()))
					offset = subMesh->getMapChannelOffset(texturePass->getMapChannel());
				
				// texture id
				unsigned int textureId = 0;
				MTextureRef * texRef = texture->getTextureRef();
				if(texRef)
					textureId = texRef->getTextureId();
				
				// bind texture
				render->bindTexture(textureId, t);
				render->enableTexture();
				render->setTextureCombineMode(texturePass->getCombineMode());
				render->setTextureUWrapMode(texture->getUWrapMode());
				render->setTextureVWrapMode(texture->getVWrapMode());
				
				// texture matrix
				render->loadIdentity();
				render->translate(MVector2(0.5f, 0.5f));
				render->scale(*texture->getTexScale());
				render->rotate(MVector3(0, 0, -1), texture->getTexRotate());
				render->translate(MVector2(-0.5f, -0.5f));
				render->translate(*texture->getTexTranslate());
				
				// texture coords
				render->enableTexCoordArray();
				render->setTexCoordPointer(M_FLOAT, 2, texCoords + offset);
			}
			
			// switch back to modelview matrix mode
			if(texturesPassNumber > 0)
				render->setMatrixMode(M_MATRIX_MODELVIEW);
			
			// draw
			if(indices)
			{
				switch(indicesType)
				{
					case M_USHORT:
						render->drawElement(primitiveType, size, indicesType, (unsigned short*)indices + begin);
						break;
					case M_UINT:
						render->drawElement(primitiveType, size, indicesType, (unsigned int*)indices + begin);
						break;
				}
			}
			else{
				render->drawArray(primitiveType, begin, size);
			}
			
			
			// disable arrays
			render->disableVertexArray();
			if(normals)
				render->disableNormalArray();
			if(colors)
				render->disableColorArray();
			
			// restore textures
			for(int t=(int)(id-1); t>=0; t--)
			{
				render->bindTexture(0, t);
				render->disableTexture();
				render->disableTexCoordArray();
				render->setTextureCombineMode(M_TEX_COMBINE_MODULATE);
				
				render->setMatrixMode(M_MATRIX_TEXTURE);
				render->loadIdentity();
				render->setMatrixMode(M_MATRIX_MODELVIEW);
			}
		}

		// restore fog and alpha test
		render->setFogColor(currentFogColor);
		if(blendMode != M_BLENDING_ALPHA)
			render->setAlphaTest(0.0f);
		
		// restore lighting
		if(colors)
			render->enableLighting();
	}
}