コード例 #1
0
			U1 Resource::CreateHardwareBuff( MeshHDBuffer* pOutBuff,CalCoreMesh* pInMesh ){
				std::vector<ABuff>	vertexData;
				std::vector<UInt>								indexData;
	
				SInt	iMeshCount	=	pInMesh->getCoreSubmeshCount();
				SInt	iVertexCount	=	0;
				SInt	iIndexCount		=	0;
				//首先计算顶点数 和 索引数
				for(SInt i=0;i<iMeshCount;i++){
					CalCoreSubmesh*	pSubMesh	=	pInMesh->getCoreSubmesh(i);
					iVertexCount	+=	pSubMesh->getVectorVertex().size();
					iIndexCount		+=	pSubMesh->getFaceCount()*3;
				}
				if(	iVertexCount	==	0	||
					iIndexCount		==	0)
				{
					return	false;
				}
				//分配空间
				vertexData.resize(iVertexCount);
				indexData.resize(iIndexCount);
	
				SInt	iV	=	0;
				SInt	iI	=	0;
	
				
				for(SInt i=0;i<iMeshCount;i++){
					CalCoreSubmesh*	pSubMesh							=	pInMesh->getCoreSubmesh(i);
					//计算切线
					pSubMesh->enableTangents(0,true);
	
					std::vector<CalCoreSubmesh::Vertex>&							lstVector	=	pSubMesh->getVectorVertex();
					std::vector<std::vector<CalCoreSubmesh::TangentSpace> >&		lstTangent	=	pSubMesh->getVectorVectorTangentSpace();
					std::vector<std::vector<CalCoreSubmesh::TextureCoordinate> >&	lstTexcoord	=	pSubMesh->getVectorVectorTextureCoordinate();
					std::vector<CalCoreSubmesh::Face>&								lstFace		=	pSubMesh->getVectorFace();
					
					SInt iFaceCount	=	lstFace.size();
					//索引缓冲
					for(SInt	j=0;j<iFaceCount;j++){
						indexData[iI]	=	lstFace[j].vertexId[0]	+	iV;
						indexData[iI+1]	=	lstFace[j].vertexId[1]	+	iV;
						indexData[iI+2]	=	lstFace[j].vertexId[2]	+	iV;
						iI	+=	3;
					}
					
					//顶点缓冲数据
					for(SInt j=0;j<iVertexCount;j++){
						CalCoreSubmesh::Vertex&				ver		=	lstVector[j];
						CalCoreSubmesh::TangentSpace		tang	=	lstTangent[0][j];
						CalCoreSubmesh::TextureCoordinate	uv		=	lstTexcoord[0][j];
		
						//位置
						vertexData[iV].Position		=	Float3(ver.position.x,ver.position.y,ver.position.z);


						SInt	iBoneCount	=	ver.vectorInfluence.size();
						for(SInt	k=0;k<4;k++){
							if(k<iBoneCount){
 								vertexData[iV].BoneWeight[k]	=	ver.vectorInfluence[k].weight*255.0f;
								//如果只传递自己需要的矩阵 
								//骨骼索引变成0~n
 								vertexData[iV].BoneIndex[k]		=	ver.vectorInfluence[k].boneId;
							}else{
								vertexData[iV].BoneWeight[k]	=	0;
								vertexData[iV].BoneIndex[k]		=	0;

							}

						}

						//法线
						vertexData[iV].Normal		=	Float3(ver.normal.x,ver.normal.y,ver.normal.z);
						//UV
						vertexData[iV].UV.x		=	uv.u;
						vertexData[iV].UV.y		=	uv.v;
						//切线
						vertexData[iV].Tangent.x		=	tang.tangent.x;
						vertexData[iV].Tangent.y		=	tang.tangent.y;
						vertexData[iV].Tangent.z		=	tang.tangent.z;
	
	
	
						iV++;
					}
					AString	strName	=	m_strProductName	+	pInMesh->getName();
					Render::Vertex::IDeclare::Info	dInfo;
					dInfo.SetPNTT_Animation();
 					pOutBuff->pVertexDeclare	=	Render::System::GetSingleton()->CreateProduct<Render::Vertex::IDeclare>("PNTTANIM",&dInfo);
					Render::Buffer::Info		vInfo;
					vInfo.SetVertexBuffer(iVertexCount,52);
					vInfo.InitData			=	&vertexData[0];
					pOutBuff->pVertexBuff		=	Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"VB",&vInfo);

					vInfo.SetIndexBuffer32(iFaceCount*3);
					vInfo.InitData			=	&indexData[0];
					pOutBuff->pIndexBuff		=	Render::System::GetSingleton()->CreateProduct<Render::Buffer>(strName+"IB",&vInfo);

				}
				return	true;
			}
コード例 #2
0
bool CalHardwareModel::load(int baseVertexIndex, int startIndex,int maxBonesPerMesh)
{
  if(m_pVertexBuffer==NULL ||  m_pNormalBuffer ==NULL|| m_pWeightBuffer ==NULL || m_pMatrixIndexBuffer ==NULL)
  {
    CalError::setLastError(CalError::INVALID_HANDLE, __FILE__, __LINE__);
    return false;   
  }

  int mapId;
  for(mapId = 0; mapId < m_textureCoordNum; mapId++)
  {
    if(m_pTextureCoordBuffer[mapId]==NULL)
    {
      CalError::setLastError(CalError::INVALID_HANDLE, __FILE__, __LINE__);
      return false;         
    }  
  } 
  
  m_vectorVertexIndiceUsed.resize(50000);
  int vertexCount=baseVertexIndex;
  int faceIndexCount = startIndex;
        
        // unused.
  //CalCoreSkeleton * pCoreSkeleton = m_pCoreModel->getCoreSkeleton();
  //std::vector< CalCoreBone *>& vectorBone = pCoreSkeleton->getVectorCoreBone();

  // if unspecified, fill with all core mesh ids
  if(m_coreMeshIds.empty())
  {
    for(int coreMeshId = 0; coreMeshId < m_pCoreModel->getCoreMeshCount(); coreMeshId++)
      m_coreMeshIds.push_back(coreMeshId);
  }
    
  for(std::vector<int>::iterator meshIdIt = m_coreMeshIds.begin();meshIdIt != m_coreMeshIds.end(); meshIdIt++)
  {
    int meshId = *meshIdIt;
    CalCoreMesh *pCoreMesh = m_pCoreModel->getCoreMesh(meshId);
    int submeshCount= pCoreMesh->getCoreSubmeshCount();
    int submeshId;
    for(submeshId = 0 ;submeshId < submeshCount ; submeshId++)
    {     
      CalCoreSubmesh *pCoreSubmesh = pCoreMesh->getCoreSubmesh(submeshId);
      
      std::vector<CalCoreSubmesh::Vertex>& vectorVertex = pCoreSubmesh->getVectorVertex();
      std::vector<CalCoreSubmesh::Face>& vectorFace = pCoreSubmesh->getVectorFace();
                        // unused.
      //std::vector< std::vector<CalCoreSubmesh::TextureCoordinate> >& vectorTex = pCoreSubmesh->getVectorVectorTextureCoordinate();
      
      CalHardwareMesh hardwareMesh;

      hardwareMesh.meshId = meshId;
      hardwareMesh.submeshId = submeshId;
      
      hardwareMesh.baseVertexIndex=vertexCount;     
      hardwareMesh.startIndex=faceIndexCount;
      hardwareMesh.m_vectorBonesIndices.clear();          
      
      hardwareMesh.vertexCount=0;
      hardwareMesh.faceCount=0;     
      
      int startIndex=hardwareMesh.startIndex;
      
      int faceId;     
      for( faceId =0 ;faceId<pCoreSubmesh->getFaceCount();faceId++)
      {
        if(canAddFace(hardwareMesh,vectorFace[faceId],vectorVertex,maxBonesPerMesh))
        {
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3]=   addVertex(hardwareMesh,vectorFace[faceId].vertexId[0],pCoreSubmesh,maxBonesPerMesh);
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3+1]= addVertex(hardwareMesh,vectorFace[faceId].vertexId[1],pCoreSubmesh,maxBonesPerMesh);
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3+2]= addVertex(hardwareMesh,vectorFace[faceId].vertexId[2],pCoreSubmesh,maxBonesPerMesh);
          hardwareMesh.faceCount++;
        }
        else
        {
          vertexCount+=hardwareMesh.vertexCount;
          faceIndexCount+=hardwareMesh.faceCount*3;
          hardwareMesh.pCoreMaterial= m_pCoreModel->getCoreMaterial(pCoreSubmesh->getCoreMaterialThreadId());
          
          m_vectorHardwareMesh.push_back(hardwareMesh);
          
          hardwareMesh.baseVertexIndex=vertexCount;
          hardwareMesh.startIndex=faceIndexCount;
          
          hardwareMesh.m_vectorBonesIndices.clear();
          hardwareMesh.vertexCount=0; 
          hardwareMesh.faceCount=0;
          
          startIndex=hardwareMesh.startIndex;
          
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3]=   addVertex(hardwareMesh,vectorFace[faceId].vertexId[0],pCoreSubmesh,maxBonesPerMesh);
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3+1]= addVertex(hardwareMesh,vectorFace[faceId].vertexId[1],pCoreSubmesh,maxBonesPerMesh);
          m_pIndexBuffer[startIndex+hardwareMesh.faceCount*3+2]= addVertex(hardwareMesh,vectorFace[faceId].vertexId[2],pCoreSubmesh,maxBonesPerMesh);
          hardwareMesh.faceCount++;         
        }
      }
      
      vertexCount+=hardwareMesh.vertexCount;
      faceIndexCount+=hardwareMesh.faceCount*3;
      hardwareMesh.pCoreMaterial= m_pCoreModel->getCoreMaterial(pCoreSubmesh->getCoreMaterialThreadId());
      
      m_vectorHardwareMesh.push_back(hardwareMesh);
      
    }
  }
  
    m_vectorVertexIndiceUsed.clear();


  m_totalFaceCount=0;
  m_totalVertexCount=0;

  for(size_t hardwareMeshId = 0; hardwareMeshId <  m_vectorHardwareMesh.size(); hardwareMeshId++)
  {
    m_totalFaceCount+=m_vectorHardwareMesh[hardwareMeshId].faceCount;
    m_totalVertexCount+=m_vectorHardwareMesh[hardwareMeshId].vertexCount;
  }

    
    return true;
}