[227] | 1 | // Copyright (C) 2011 Kornel Kisielewicz
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| 2 | // This file is part of NV Libraries.
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| 3 | // For conditions of distribution and use, see copyright notice in nv.hh
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| 4 |
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| 5 | #include "nv/gfx/skeletal_mesh.hh"
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| 6 |
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| 7 | #include <glm/gtc/matrix_access.hpp>
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| 8 | #include <glm/gtx/matrix_interpolation.hpp>
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| 9 | #include "nv/interface/context.hh"
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| 10 | #include "nv/interface/device.hh"
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| 11 |
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| 12 |
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| 13 | nv::skeletal_mesh::skeletal_mesh( context* a_context, program* a_program, md5_loader* a_loader )
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| 14 | : m_context( a_context )
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| 15 | , m_program( a_program )
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| 16 | , m_va( nullptr )
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| 17 | , m_data( a_loader )
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| 18 | , m_animation( nullptr )
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| 19 | {
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| 20 | nv::uint32 vcount = a_loader->get_vertex_count(0);
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| 21 | m_va = a_context->get_device()->create_vertex_array();
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| 22 |
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| 23 | m_vb_position = a_context->get_device()->create_vertex_buffer( nv::STREAM_DRAW, vcount * sizeof( nv::vec3 ), (const void*)a_loader->get_positions(0).data() );
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| 24 | m_va->add_vertex_buffer( nv::slot::POSITION, m_vb_position, nv::FLOAT, 3, 0, 0, false );
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| 25 | m_vb_normal = a_context->get_device()->create_vertex_buffer( nv::STREAM_DRAW, vcount * sizeof( nv::vec3 ), (const void*)a_loader->get_normals(0).data() );
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| 26 | m_va->add_vertex_buffer( nv::slot::NORMAL, m_vb_normal, nv::FLOAT, 3, 0, 0, false );
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| 27 | m_vb_tangent = a_context->get_device()->create_vertex_buffer( nv::STREAM_DRAW, vcount * sizeof( nv::vec3 ), (const void*)a_loader->get_tangents(0).data() );
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| 28 | m_va->add_vertex_buffer( nv::slot::TANGENT, m_vb_tangent, nv::FLOAT, 3, 0, 0, false );
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| 29 |
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| 30 | nv::vertex_buffer* vb = a_context->get_device()->create_vertex_buffer( nv::STATIC_DRAW, vcount * sizeof( nv::vec2 ), (const void*)a_loader->get_texcoords(0).data() );
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| 31 | m_va->add_vertex_buffer( nv::slot::TEXCOORD, vb, nv::FLOAT, 2 );
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| 32 | nv::index_buffer* ib = a_context->get_device()->create_index_buffer( nv::STATIC_DRAW, a_loader->get_index_count(0) * sizeof( nv::uint32 ), (const void*)a_loader->get_indices(0).data() );
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| 33 | m_va->set_index_buffer( ib, nv::UINT, true );
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| 34 | }
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| 35 |
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| 36 | void nv::skeletal_mesh::setup_animation( md5_animation* a_anim )
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| 37 | {
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| 38 | if ( m_animation ) m_animation->reset_animation();
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| 39 | m_animation = a_anim;
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| 40 | m_animation->reset_animation();
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| 41 | }
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| 42 |
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| 43 | void nv::skeletal_mesh::update( uint32 ms )
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| 44 | {
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| 45 | if (m_animation != nullptr)
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| 46 | {
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| 47 | m_animation->update( ms * 0.001f );
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| 48 | m_data->apply( *m_animation );
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| 49 | }
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| 50 |
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| 51 | nv::uint32 usize = m_data->get_vertex_count(0) * sizeof( nv::vec3 );
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| 52 | m_vb_position->bind();
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| 53 | m_vb_position->update( (const void*)m_data->get_positions(0).data(), 0, usize );
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| 54 | m_vb_normal ->bind();
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| 55 | m_vb_normal ->update( (const void*)m_data->get_normals(0).data(), 0, usize );
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| 56 | m_vb_tangent ->bind();
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| 57 | m_vb_tangent ->update( (const void*)m_data->get_tangents(0).data(), 0, usize );
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| 58 |
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| 59 | // Technically this is not needed, because the va is just a fake class,
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| 60 | // but if it's real it will be needed?
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| 61 | m_va->update_vertex_buffer( nv::slot::POSITION, m_vb_position, false );
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| 62 | m_va->update_vertex_buffer( nv::slot::NORMAL, m_vb_normal, false );
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| 63 | m_va->update_vertex_buffer( nv::slot::TANGENT, m_vb_tangent, false );
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| 64 | }
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| 65 |
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| 66 | void nv::skeletal_mesh::draw( render_state& rstate )
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| 67 | {
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| 68 | m_context->draw( nv::TRIANGLES, rstate, m_program, m_va, m_data->get_index_count(0) );
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| 69 | }
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| 70 |
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| 71 | nv::skeletal_mesh::~skeletal_mesh()
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| 72 | {
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| 73 | delete m_va;
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| 74 | }
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