source: trunk/src/gfx/skeletal_mesh.cc @ 231

Last change on this file since 231 was 231, checked in by epyon, 11 years ago
  • further simplification of mesh classes
  • updated tests
File size: 3.2 KB
RevLine 
[227]1// Copyright (C) 2011 Kornel Kisielewicz
2// This file is part of NV Libraries.
3// For conditions of distribution and use, see copyright notice in nv.hh
4
5#include "nv/gfx/skeletal_mesh.hh"
6
7#include <glm/gtc/matrix_access.hpp>
8#include <glm/gtx/matrix_interpolation.hpp>
9#include "nv/interface/context.hh"
10#include "nv/interface/device.hh"
11
12
[230]13nv::skeletal_mesh::skeletal_mesh( context* a_context, md5_loader* a_loader )
[231]14        : animated_mesh()
[227]15        , m_data( a_loader )
16        , m_animation( nullptr )
17{
18        nv::uint32 vcount = a_loader->get_vertex_count(0);
19        m_va = a_context->get_device()->create_vertex_array();
20
21        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() );
22        m_va->add_vertex_buffer( nv::slot::POSITION, m_vb_position, nv::FLOAT, 3, 0, 0, false );
23        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()  );
24        m_va->add_vertex_buffer( nv::slot::NORMAL,   m_vb_normal, nv::FLOAT, 3, 0, 0, false );
25        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() );
26        m_va->add_vertex_buffer( nv::slot::TANGENT,  m_vb_tangent, nv::FLOAT, 3, 0, 0, false );
27
28        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() );
29        m_va->add_vertex_buffer( nv::slot::TEXCOORD, vb, nv::FLOAT, 2 );
30        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() );
31        m_va->set_index_buffer( ib, nv::UINT, true );
32}
33
34void nv::skeletal_mesh::setup_animation( md5_animation* a_anim )
35{
36        if ( m_animation ) m_animation->reset_animation();
37        m_animation = a_anim;
[230]38        // TODO : INSTANCE!
[227]39        m_animation->reset_animation();
40}
41
42void nv::skeletal_mesh::update( uint32 ms )
43{
44        if (m_animation != nullptr)
45        {
46                m_animation->update( ms * 0.001f );
47                m_data->apply( *m_animation );
48        }
49
50        nv::uint32 usize = m_data->get_vertex_count(0) * sizeof( nv::vec3 );
51        m_vb_position->bind();
52        m_vb_position->update( (const void*)m_data->get_positions(0).data(), 0, usize );
53        m_vb_normal  ->bind();
54        m_vb_normal  ->update( (const void*)m_data->get_normals(0).data(),   0, usize );
55        m_vb_tangent ->bind();
56        m_vb_tangent ->update( (const void*)m_data->get_tangents(0).data(),  0, usize );
57
58        // Technically this is not needed, because the va is just a fake class,
59        // but if it's real it will be needed?
60        m_va->update_vertex_buffer( nv::slot::POSITION, m_vb_position, false );
61        m_va->update_vertex_buffer( nv::slot::NORMAL,   m_vb_normal,   false );
62        m_va->update_vertex_buffer( nv::slot::TANGENT,  m_vb_tangent,  false );
63}
64
[230]65nv::skeletal_mesh::~skeletal_mesh()
[227]66{
[230]67        delete m_va;
[227]68}
69
[230]70void nv::skeletal_mesh::run_animation( animation_entry* a_anim )
[227]71{
[230]72        skeletal_animation_entry * anim = down_cast<skeletal_animation_entry>(a_anim);
73        // TODO : INSTANCE!
74        setup_animation( anim->m_animation );
[227]75}
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