void Geometry::_renderMesh() { if (NULL == mMesh) { return; } if (NULL == mMaterial) { return; } Euclid::Effect* fx = mMaterial->getEffect(); if (NULL == fx) { return; } // mMaterial->apply(); // if (NULL != mSkeleton) { // std::vector<Mat4> matrices; for(Euclid::BoneIDReferenceMap::iterator it = mMesh->_bones.begin(); it != mMesh->_bones.end(); ++it) { if (it->first < 255) { matrices.push_back(mSkeleton->_matrices[it->first]); } } if (matrices.size() >= 60) { mHardwareSkin = false; } else { mHardwareSkin = true; } fx->setMatrixArray("gMatrixPalette", &matrices[0], matrices.size()); } u32 passes = 0; fx->begin(&passes); for (u32 i = 0; i != passes; ++i) { fx->beginPass(i); mMesh->render(); fx->endPass(); } fx->end(); }
void Geometry::renderSkeleton() { if (NULL == mSkeleton) { return; } if (NULL == mSkeletonMaterial) { return; } Euclid::Effect* fx = mSkeletonMaterial->getEffect(); if (NULL == fx) { return; } // mSkeletonMaterial->apply(); Euclid::BoneNodeMapIterator it = mSkeleton->getCommandMapIterator(); while(!it.isAtEnd()) { Euclid::BoneNode* n = it.getCurrentValue(); Euclid::BoneNode* p = n->getParentNode(); if (NULL != p) { Euclid::Bone* b = n->getBone(); Euclid::Bone* f = p->getBone(); // Euclid::sPosition p[2]; p[0].position = mSkeleton->_matricesFull[b->id] * p[0].position; p[1].position = mSkeleton->_matricesFull[f->id] * p[1].position; // { u32 passes = 0; fx->begin(&passes); for (u32 i = 0; i != passes; ++i) { fx->beginPass(i); RenderEngineImp::getInstancePtr()->getRenderEngine()->getRenderSystem()->drawPrimitiveUP(Euclid::ePrimitive_LineList, 1, p, sizeof(Euclid::sPosition)); // RenderEngineImp::getInstancePtr()->getRenderEngine()->getRenderSystem()->drawPrimitiveUP(Euclid::ePrimitive_PointList, 2, p, sizeof(Euclid::sPosition)); fx->endPass(); } fx->end(); } } // ++it; } // it.toStart(); // Mat4 vm, pm; fx->getMatrix("gView", &vm); fx->getMatrix("gProjection", &pm); while(!it.isAtEnd()) { Euclid::BoneNode* n = it.getCurrentValue(); { Euclid::Bone* b = n->getBone(); // Vec3 p; RenderEngineImp::getInstancePtr()->getRenderEngine()->getRenderSystem()->objectSpace2ScreenSpace(&p, &p, NULL, &pm, &vm, &mSkeleton->_matricesFull[b->id]); // { RenderEngineImp::getInstancePtr()->getRenderEngine()->getFontManager()->getFont("freeNormal")->render(p, Vec3(1, 0, 0), Euclid::Color::Red, b->name); } } // ++it; } }
void Geometry::_renderMesh() { if (NULL == mMesh) { return; } if (NULL == mMaterial) { return; } Euclid::Effect* fx = mMaterial->getEffect(); if (NULL == fx) { return; } // mMaterial->apply(); // if (NULL != mSkeleton) { // std::vector<Mat4> matrices; for(Euclid::BoneIDReferenceMap::iterator it = mMesh->_bones.begin(); it != mMesh->_bones.end(); ++it) { if (it->first < 255) { matrices.push_back(mSkeleton->_matrices[it->first]); } } if (matrices.size() >= 60 || matrices.empty()) { mHardwareSkin = false; } else { fx->setMatrixArray("gMatrixPalette", &matrices[0], matrices.size()); mHardwareSkin = true; } fx->setBool("gSkinned", mHardwareSkin); } fx->setMatrix("gUVMatrix", &mUVMatrix); float alpha = mMaterial->mAlphaKFs.getFrame(&mMaterial->mAlphaAnimationTime); mMaterial->mDiffuse.a *= alpha; Euclid::AnimationTime at; Euclid::Color3 c = mMaterial->mColorKFs.getFrame(&at); mMaterial->mDiffuse.r *= c.r; mMaterial->mDiffuse.g *= c.g; mMaterial->mDiffuse.b *= c.b; fx->setFloatArray("gDiffuse", &mMaterial->mDiffuse.r, 4); fx->setBool("gUseVertexColor", mMaterial->mUseVertexColor); u32 passes = 0; fx->begin(&passes); for (u32 i = 0; i != passes; ++i) { fx->beginPass(i); mMesh->render(); fx->endPass(); } fx->end(); }