//-----------------------------------------------------------------------------
	void VisibleBspLeavesSearch::addBspEntityToRenderQueue()
	{
		for(size_t i = 0; i != mNumMaterials; ++i)
		{
			SubEntity* subEntity = mEntity->getSubEntity(i);
            if(subEntity->isVisible() && mIndexDatas[i] && mIndexDatas[i]->indexCount != 0)
            {
				mRenderQueue->addRenderable(subEntity);
            }
        }
	}
Пример #2
0
    //-----------------------------------------------------------------------
    void
    MeshInformer::getEntityStatistics(const Entity* entity, size_t& numVertices, size_t& numIndices)
    {
        size_t numSubEntities = entity->getNumSubEntities();
        bool added_shared_vertex = false;

        for (size_t i = 0; i < numSubEntities; ++i)
        {
            SubEntity* subEntity = entity->getSubEntity(i);
            if (!subEntity->isVisible())
            {
                // Skip non-visible sub-entity
                continue;
            }

            SubMesh* subMesh = subEntity->getSubMesh();

            if (subMesh->operationType == RenderOperation::OT_TRIANGLE_LIST ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_STRIP ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_FAN)
            {
                if (subMesh->useSharedVertices)
                {
                    if (!added_shared_vertex)
                    {
                        added_shared_vertex = true;
                        numVertices += subMesh->parent->sharedVertexData->vertexCount;
                    }
                }
                else
                {
                    numVertices += subMesh->vertexData->vertexCount;
                }

                assert(subMesh->indexData->indexCount >= 3);
                switch (subMesh->operationType)
                {
                case RenderOperation::OT_TRIANGLE_LIST:
                    assert(subMesh->indexData->indexCount % 3 == 0);
                    numIndices += subMesh->indexData->indexCount;
                    break;

                case RenderOperation::OT_TRIANGLE_STRIP:
                case RenderOperation::OT_TRIANGLE_FAN:
                    numIndices += (subMesh->indexData->indexCount - 2) * 3;
                    break;
                }
            }
        }
    }
Пример #3
0
	//---------------------------------------------------------------------
	void Animation::apply(Entity* entity, Real timePos, Real weight, 
		bool software, bool hardware)
	{
		_applyBaseKeyFrame();

        // Calculate time index for fast keyframe search
        TimeIndex timeIndex = _getTimeIndex(timePos);

		VertexTrackList::iterator i;
		for (i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i)
		{
			unsigned short handle = i->first;
			VertexAnimationTrack* track = i->second;

			VertexData* swVertexData;
			VertexData* hwVertexData;
			if (handle == 0)
			{
				// shared vertex data
				swVertexData = entity->_getSoftwareVertexAnimVertexData();
				hwVertexData = entity->_getHardwareVertexAnimVertexData();
				entity->_markBuffersUsedForAnimation();
			}
			else
			{
				// sub entity vertex data (-1)
				SubEntity* s = entity->getSubEntity(handle - 1);
				// Skip this track if subentity is not visible
				if (!s->isVisible())
					continue;
				swVertexData = s->_getSoftwareVertexAnimVertexData();
				hwVertexData = s->_getHardwareVertexAnimVertexData();
				s->_markBuffersUsedForAnimation();
			}
			// Apply to both hardware and software, if requested
			if (software)
			{
				track->setTargetMode(VertexAnimationTrack::TM_SOFTWARE);
				track->applyToVertexData(swVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
			if (hardware)
			{
				track->setTargetMode(VertexAnimationTrack::TM_HARDWARE);
				track->applyToVertexData(hwVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
		}

	}
Пример #4
0
	//---------------------------------------------------------------------
	void Animation::apply(Entity* entity, Real timePos, Real weight, 
		bool software, bool hardware)
	{
        // Calculate time index for fast keyframe search
        TimeIndex timeIndex = _getTimeIndex(timePos);

		VertexTrackList::iterator i;
		for (i = mVertexTrackList.begin(); i != mVertexTrackList.end(); ++i)
		{
			unsigned short handle = i->first;
			VertexAnimationTrack* track = i->second;

			VertexData* swVertexData;
			VertexData* hwVertexData;
			VertexData* origVertexData;
			bool firstAnim = false;
			if (handle == 0)
			{
				// shared vertex data
				firstAnim = !entity->_getBuffersMarkedForAnimation();
				swVertexData = entity->_getSoftwareVertexAnimVertexData();
				hwVertexData = entity->_getHardwareVertexAnimVertexData();
				origVertexData = entity->getMesh()->sharedVertexData;
				entity->_markBuffersUsedForAnimation();
			}
			else
			{
				// sub entity vertex data (-1)
				SubEntity* s = entity->getSubEntity(handle - 1);
				// Skip this track if subentity is not visible
				if (!s->isVisible())
					continue;
				firstAnim = !s->_getBuffersMarkedForAnimation();
				swVertexData = s->_getSoftwareVertexAnimVertexData();
				hwVertexData = s->_getHardwareVertexAnimVertexData();
				origVertexData = s->getSubMesh()->vertexData;
				s->_markBuffersUsedForAnimation();
			}
			// Apply to both hardware and software, if requested
			if (software)
			{
				if (firstAnim && track->getAnimationType() == VAT_POSE)
				{
					// First time through for a piece of pose animated vertex data
					// We need to copy the original position values to the temp accumulator
					const VertexElement* origelem = 
						origVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
					const VertexElement* destelem = 
						swVertexData->vertexDeclaration->findElementBySemantic(VES_POSITION);
					HardwareVertexBufferSharedPtr origBuffer = 
						origVertexData->vertexBufferBinding->getBuffer(origelem->getSource());
					HardwareVertexBufferSharedPtr destBuffer = 
						swVertexData->vertexBufferBinding->getBuffer(destelem->getSource());
					destBuffer->copyData(*origBuffer.get(), 0, 0, destBuffer->getSizeInBytes(), true);
				}
				track->setTargetMode(VertexAnimationTrack::TM_SOFTWARE);
				track->applyToVertexData(swVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
			if (hardware)
			{
				track->setTargetMode(VertexAnimationTrack::TM_HARDWARE);
				track->applyToVertexData(hwVertexData, timeIndex, weight, 
					&(entity->getMesh()->getPoseList()));
			}
		}

	}
Пример #5
0
    //-----------------------------------------------------------------------
    void
    MeshInformer::getEntityTriangles(const Entity* entity,
                                     std::vector<Vector3>& vertices,
                                     std::vector<size_t>& indices,
                                     std::vector<size_t>* indexOffsets)
    {
        size_t numVertices = 0, numIndices = 0;
        getEntityStatistics(entity, numVertices, numIndices);

        size_t vertex_offset = vertices.size();
        size_t index_offset = indices.size();

        vertices.resize(vertex_offset + numVertices);
        indices.resize(index_offset + numIndices);

        // Software blended vertex data available only if animation enabled, and software animation are
        // used by internally engine, or user requested software animation.
		bool useBlended = entity->_isAnimated() &&
            (!entity->isHardwareAnimationEnabled() || entity->getSoftwareAnimationRequests() > 0);

        // Use skinned vertex data only if blended data available and skeleton animation enabled.
        bool useSkinned = useBlended && entity->_isSkeletonAnimated();

        Vector3* pVertices = &vertices[0];
        size_t* pIndices = &indices[0];
        size_t shared_vertex_offset = vertex_offset;
        bool added_shared_vertex = false;

        size_t numSubEntities = entity->getNumSubEntities();
        for (size_t i = 0; i < numSubEntities; ++i)
        {
            SubEntity* subEntity = entity->getSubEntity(i);
            if (!subEntity->isVisible())
            {
                // Skip non-visible sub-entity
                continue;
            }

            SubMesh* subMesh = subEntity->getSubMesh();

            if (indexOffsets)
            {
                indexOffsets->push_back(index_offset);
            }

            if (subMesh->operationType == RenderOperation::OT_TRIANGLE_LIST ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_STRIP ||
                subMesh->operationType == RenderOperation::OT_TRIANGLE_FAN)
            {
                size_t current_vertex_offset;
                if (subMesh->useSharedVertices)
                {
                    if (!added_shared_vertex)
                    {
                        size_t vertexCount = getVertices(pVertices + vertex_offset,
                            useSkinned ? entity->_getSkelAnimVertexData()
                                :
                            useBlended && subMesh->parent->getSharedVertexDataAnimationType() != VAT_NONE ? entity->_getSoftwareVertexAnimVertexData()
                                :
                            subMesh->parent->sharedVertexData);
                        shared_vertex_offset = vertex_offset;
                        vertex_offset += vertexCount;
                        added_shared_vertex = true;
                    }

                    current_vertex_offset = shared_vertex_offset;
                }
                else
                {
                    size_t vertexCount = getVertices(pVertices + vertex_offset,
                        useSkinned ? subEntity->_getSkelAnimVertexData()
                            :
                        useBlended && subMesh->getVertexAnimationType() != VAT_NONE ? subEntity->_getSoftwareVertexAnimVertexData()
                            :
                        subMesh->vertexData);
                    current_vertex_offset = vertex_offset;
                    vertex_offset += vertexCount;
                }

                size_t index_count = getTriangles(pIndices + index_offset, subMesh->indexData, current_vertex_offset, subMesh->operationType);
                index_offset += index_count;
            }
        }
    }