void loadMeshes( CalCoreModel* calCoreModel, MeshesVector& meshes ) throw (std::runtime_error) { const int maxVertices = Constants::MAX_VERTEX_PER_MODEL; const int maxFaces = Constants::MAX_VERTEX_PER_MODEL * 3; std::auto_ptr< CalHardwareModel > calHardwareModel( new CalHardwareModel( calCoreModel ) ); osg::ref_ptr< VertexBuffer > vertexBuffer( new VertexBuffer( maxVertices ) ); osg::ref_ptr< WeightBuffer > weightBuffer( new WeightBuffer( maxVertices ) ); osg::ref_ptr< MatrixIndexBuffer > matrixIndexBuffer( new MatrixIndexBuffer( maxVertices ) ); osg::ref_ptr< NormalBuffer > normalBuffer( new NormalBuffer( maxVertices ) ); osg::ref_ptr< NormalBuffer > tangentBuffer( new NormalBuffer( maxVertices ) ); osg::ref_ptr< NormalBuffer > binormalBuffer( new NormalBuffer( maxVertices ) ); osg::ref_ptr< TexCoordBuffer > texCoordBuffer( new TexCoordBuffer( maxVertices ) ); std::vector< CalIndex > indexBuffer( maxFaces*3 ); std::vector< float > floatMatrixIndexBuffer( maxVertices*4 ); calHardwareModel->setVertexBuffer((char*)vertexBuffer->getDataPointer(), 3*sizeof(float)); #ifdef OSG_CAL_BYTE_BUFFERS std::vector< float > floatNormalBuffer( getVertexCount()*3 ); calHardwareModel->setNormalBuffer((char*)&floatNormalBuffer.begin(), 3*sizeof(float)); #else calHardwareModel->setNormalBuffer((char*)normalBuffer->getDataPointer(), 3*sizeof(float)); #endif calHardwareModel->setWeightBuffer((char*)weightBuffer->getDataPointer(), 4*sizeof(float)); calHardwareModel->setMatrixIndexBuffer((char*)&floatMatrixIndexBuffer.front(), 4*sizeof(float)); calHardwareModel->setTextureCoordNum( 1 ); calHardwareModel->setTextureCoordBuffer(0, // texture stage # (char*)texCoordBuffer->getDataPointer(), 2*sizeof(float)); calHardwareModel->setIndexBuffer( &indexBuffer.front() ); // calHardwareModel->setCoreMeshIds(_activeMeshes); // if ids not set all meshes will be used at load() time //std::cout << "calHardwareModel->load" << std::endl; calHardwareModel->load( 0, 0, Constants::MAX_BONES_PER_MESH ); //std::cout << "calHardwareModel->load ok" << std::endl; int vertexCount = calHardwareModel->getTotalVertexCount(); // int faceCount = calHardwareModel->getTotalFaceCount(); // std::cout << "vertexCount = " << vertexCount << "; faceCount = " << faceCount << std::endl; GLubyte* matrixIndexBufferData = (GLubyte*) matrixIndexBuffer->getDataPointer(); for ( int i = 0; i < vertexCount*4; i++ ) { matrixIndexBufferData[i] = static_cast< GLubyte >( floatMatrixIndexBuffer[i] ); } #ifdef OSG_CAL_BYTE_BUFFERS GLbyte* normals = (GLbyte*) normalBuffer->getDataPointer(); for ( int i = 0; i < vertexCount*3; i++ ) { normals[i] = static_cast< GLbyte >( floatNormalBuffer[i]*127.0 ); } #endif // invert UVs for OpenGL (textures are inverted otherwise - for example, see abdulla/klinok) GLfloat* texCoordBufferData = (GLfloat*) texCoordBuffer->getDataPointer(); for ( float* tcy = texCoordBufferData + 1; tcy < texCoordBufferData + 2*vertexCount; tcy += 2 ) { *tcy = 1.0f - *tcy; } // -- And now create meshes data -- int unriggedBoneIndex = calCoreModel->getCoreSkeleton()->getVectorCoreBone().size(); // we add empty bone in ModelData to handle unrigged vertices; for( int hardwareMeshId = 0; hardwareMeshId < calHardwareModel->getHardwareMeshCount(); hardwareMeshId++ ) { calHardwareModel->selectHardwareMesh(hardwareMeshId); int faceCount = calHardwareModel->getFaceCount(); if ( faceCount == 0 ) { continue; // we ignore empty meshes } CalHardwareModel::CalHardwareMesh* hardwareMesh = &calHardwareModel->getVectorHardwareMesh()[ hardwareMeshId ]; osg::ref_ptr< MeshData > m( new MeshData ); m->name = calCoreModel->getCoreMesh( hardwareMesh->meshId )->getName(); m->coreMaterial = hardwareMesh->pCoreMaterial; if ( m->coreMaterial == NULL ) { CalCoreMesh* coreMesh = calCoreModel->getCoreMesh( hardwareMesh->meshId ); CalCoreSubmesh* coreSubmesh = coreMesh->getCoreSubmesh( hardwareMesh->submeshId ); // hardwareMesh->pCoreMaterial = // coreModel->getCoreMaterial( coreSubmesh->getCoreMaterialThreadId() ); char buf[ 1024 ]; snprintf( buf, 1024, "pCoreMaterial == NULL for mesh '%s' (mesh material id = %d), verify your mesh file data", m->name.c_str(), coreSubmesh->getCoreMaterialThreadId() ); throw std::runtime_error( buf ); } // -- Create index buffer -- int indexesCount = faceCount * 3; int startIndex = calHardwareModel->getStartIndex(); if ( indexesCount <= 0x100 ) { m->indexBuffer = new osg::DrawElementsUByte( osg::PrimitiveSet::TRIANGLES, indexesCount ); GLubyte* data = (GLubyte*)m->indexBuffer->getDataPointer(); const CalIndex* i = &indexBuffer[ startIndex ]; const CalIndex* iEnd = &indexBuffer[ startIndex + indexesCount ]; while ( i < iEnd ) { *data++ = (GLubyte)*i++; } } else if ( indexesCount <= 0x10000 ) { m->indexBuffer = new osg::DrawElementsUShort( osg::PrimitiveSet::TRIANGLES, indexesCount ); GLushort* data = (GLushort*)m->indexBuffer->getDataPointer(); const CalIndex* i = &indexBuffer[ startIndex ]; const CalIndex* iEnd = &indexBuffer[ startIndex + indexesCount ]; while ( i < iEnd ) { *data++ = (GLushort)*i++; } } else { m->indexBuffer = new osg::DrawElementsUInt( osg::PrimitiveSet::TRIANGLES, indexesCount ); GLuint* data = (GLuint*)m->indexBuffer->getDataPointer(); const CalIndex* i = &indexBuffer[ startIndex ]; const CalIndex* iEnd = &indexBuffer[ startIndex + indexesCount ]; while ( i < iEnd ) { *data++ = (GLuint)*i++; } } // -- Create other buffers -- int vertexCount = calHardwareModel->getVertexCount(); int baseVertexIndex = calHardwareModel->getBaseVertexIndex(); #define SUB_BUFFER( _type, _name ) \ new _type( _name->begin() + baseVertexIndex, \ _name->begin() + baseVertexIndex + vertexCount ) m->vertexBuffer = SUB_BUFFER( VertexBuffer, vertexBuffer ); m->weightBuffer = SUB_BUFFER( WeightBuffer, weightBuffer ); m->matrixIndexBuffer = SUB_BUFFER( MatrixIndexBuffer, matrixIndexBuffer ); m->normalBuffer = SUB_BUFFER( NormalBuffer, normalBuffer ); m->texCoordBuffer = SUB_BUFFER( TexCoordBuffer, texCoordBuffer ); // -- Parameters and buffers setup -- m->boundingBox = calculateBoundingBox( m->vertexBuffer.get() ); m->bonesIndices = hardwareMesh->m_vectorBonesIndices; checkRigidness( m.get(), unriggedBoneIndex ); checkForEmptyTexCoord( m.get() ); generateTangentAndHandednessBuffer( m.get(), &indexBuffer[ startIndex ] ); meshes.push_back( m.get() ); } }
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; }