move vertex buffers into a separate object in perparation for HW vertex buffers

This commit is contained in:
Chris Danford
2004-04-08 08:35:38 +00:00
parent c58396d7c7
commit ef998e5e84
14 changed files with 368 additions and 324 deletions
+56 -34
View File
@@ -55,6 +55,13 @@ void Model::Clear ()
m_Materials.clear();
m_mapNameToAnimation.clear();
m_pCurAnimation = NULL;
for (unsigned i = 0; i < m_vpTempVerticesByMesh.size(); i++)
{
RageModelVertexArray *&pTemp = m_vpTempVerticesByMesh[i];
DISPLAY->DeleteRageModelVertexArray( pTemp );
}
m_vpTempVerticesByMesh.clear();
}
void Model::Load( CString sFile )
@@ -115,10 +122,9 @@ void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBo
for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
{
msMesh& mesh = m_pGeometry->m_Meshes[i];
for (int j = 0; j < (int)mesh.Vertices.size(); j++)
for (int j = 0; j < (int)mesh.Vertices->sizeVerts(); j++)
{
RageModelVertex &vert = mesh.Vertices[j];
if( vert.boneIndex != -1 )
if( mesh.Vertices->Bone(j) != -1 )
{
bHasAnyPerVertexBones = true;
break;
@@ -129,11 +135,19 @@ void Model::LoadPieces( CString sMeshesPath, CString sMaterialsPath, CString sBo
m_bUseTempVertices = bHasAnyPerVertexBones;
if( m_bUseTempVertices )
{
m_vTempVerticesByMesh.resize( m_pGeometry->m_Meshes.size() );
for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
m_vpTempVerticesByMesh.resize( m_pGeometry->m_Meshes.size() );
for (unsigned i = 0; i < m_pGeometry->m_Meshes.size(); i++)
{
msMesh& Mesh = m_pGeometry->m_Meshes[i];
m_vTempVerticesByMesh[i].resize( Mesh.Vertices.size() );
msMesh &mesh = m_pGeometry->m_Meshes[i];
RageModelVertexArray *&pOrig = mesh.Vertices;
RageModelVertexArray *&pTemp = m_vpTempVerticesByMesh[i];
pTemp = DISPLAY->CreateRageModelVertexArray();
pTemp->resizeVerts( pOrig->sizeVerts() );
pTemp->resizeTriangles( pOrig->sizeTriangles() );
// copy triangles
for (unsigned j = 0; j < pOrig->sizeTriangles(); j++)
pTemp->Triangle(j) = pOrig->Triangle(j);
}
}
}
@@ -455,7 +469,7 @@ void Model::DrawPrimitives()
for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
{
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
RageModelVertexVector& TempVertices = m_bUseTempVertices ? m_vTempVerticesByMesh[i] : pMesh->Vertices;
const RageModelVertexArray* TempVertices = m_bUseTempVertices ? m_vpTempVerticesByMesh[i] : pMesh->Vertices;
if( pMesh->nMaterialIndex != -1 ) // has a material
{
@@ -518,7 +532,7 @@ void Model::DrawPrimitives()
DISPLAY->PreMultMatrix( mat );
}
DISPLAY->DrawIndexedTriangles( &TempVertices[0], pMesh->Vertices.size(), (Uint16*)&pMesh->Triangles[0], pMesh->Triangles.size()*3 );
DISPLAY->DrawIndexedTriangles( TempVertices );
DISPLAY->SetSphereEnironmentMapping( false );
if( pMesh->nBoneIndex != -1 )
@@ -538,7 +552,7 @@ void Model::DrawPrimitives()
for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
{
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
RageModelVertexVector& TempVertices = m_bUseTempVertices ? m_vTempVerticesByMesh[i] : pMesh->Vertices;
const RageModelVertexArray* pTempVertices = m_bUseTempVertices ? m_vpTempVerticesByMesh[i] : pMesh->Vertices;
// apply material
if( pMesh->nMaterialIndex != -1 )
@@ -578,9 +592,8 @@ void Model::DrawPrimitives()
DISPLAY->ClearAllTextures();
}
DISPLAY->DrawIndexedTriangles( &TempVertices[0], pMesh->Vertices.size(), (Uint16*)&pMesh->Triangles[0], pMesh->Triangles.size()*3 );
DISPLAY->DrawIndexedTriangles( pTempVertices );
}
}
}
@@ -610,7 +623,7 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
int nBoneCount = (int)m_pCurAnimation->Bones.size();
m_vpBones.resize( nBoneCount );
int i, j;
int i;
for (i = 0; i < nBoneCount; i++)
{
msBone *pBone = &m_pCurAnimation->Bones[i];
@@ -643,22 +656,25 @@ void Model::PlayAnimation( CString sAniName, float fPlayRate )
for (i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
{
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
for (j = 0; j < (int)pMesh->Vertices.size(); j++)
RageModelVertexArray* Vertices = pMesh->Vertices;
for (unsigned j = 0; j < Vertices->sizeVerts(); j++)
{
RageModelVertex *pVertex = &pMesh->Vertices[j];
// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : pVertex->boneIndex;
if (pVertex->boneIndex != -1)
// int nBoneIndex = (pMesh->nBoneIndex!=-1) ? pMesh->nBoneIndex : bone;
RageVector3 &pos = Vertices->Position(j);
Sint8 bone = Vertices->Bone(j);
if (bone != -1)
{
pVertex->p[0] -= m_vpBones[pVertex->boneIndex].mAbsolute.m[3][0];
pVertex->p[1] -= m_vpBones[pVertex->boneIndex].mAbsolute.m[3][1];
pVertex->p[2] -= m_vpBones[pVertex->boneIndex].mAbsolute.m[3][2];
pos[0] -= m_vpBones[bone].mAbsolute.m[3][0];
pos[1] -= m_vpBones[bone].mAbsolute.m[3][1];
pos[2] -= m_vpBones[bone].mAbsolute.m[3][2];
RageVector3 vTmp;
RageMatrix inverse;
RageMatrixTranspose( &inverse, &m_vpBones[pVertex->boneIndex].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pVertex->p, &inverse );
RageMatrixTranspose( &inverse, &m_vpBones[bone].mAbsolute ); // transpose = inverse for rotation matrices
RageVec3TransformNormal( &vTmp, &pos, &inverse );
pVertex->p = vTmp;
pos = vTmp;
}
}
}
@@ -822,24 +838,30 @@ void Model::Update( float fDelta )
for (int i = 0; i < (int)m_pGeometry->m_Meshes.size(); i++)
{
msMesh *pMesh = &m_pGeometry->m_Meshes[i];
RageModelVertexVector& TempVertices = m_vTempVerticesByMesh[i];
for (int j = 0; j < (int)pMesh->Vertices.size(); j++)
RageModelVertexArray* pOrigVertices = pMesh->Vertices;
RageModelVertexArray* pTempVertices = m_vpTempVerticesByMesh[i];
for (unsigned j = 0; j < pOrigVertices->sizeVerts(); j++)
{
RageModelVertex& tempVert = TempVertices[j];
RageModelVertex& originalVert = pMesh->Vertices[j];
tempVert.t = originalVert.t;
RageVector3& tempPos = pTempVertices->Position(j);
RageVector3& originalPos = pOrigVertices->Position(j);
RageVector3& tempNormal = pTempVertices->Normal(j);
RageVector3& originalNormal = pOrigVertices->Normal(j);
RageVector2& tempTex = pTempVertices->TexCoord(j);
RageVector2& originalTex = pOrigVertices->TexCoord(j);
Sint8 bone = pOrigVertices->Bone(j);
tempTex = originalTex;
if( originalVert.boneIndex == -1 )
if( bone == -1 )
{
tempVert.n = originalVert.n;
tempVert.p = originalVert.p;
tempNormal = originalNormal;
tempPos = originalPos;
}
else
{
int bone = originalVert.boneIndex;
RageVec3TransformNormal( &tempVert.n, &originalVert.n, &m_vpBones[bone].mFinal );
RageVec3TransformCoord( &tempVert.p, &originalVert.p, &m_vpBones[bone].mFinal );
RageVec3TransformNormal( &tempNormal, &originalNormal, &m_vpBones[bone].mFinal );
RageVec3TransformCoord( &tempPos, &originalPos, &m_vpBones[bone].mFinal );
}
}
}