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Mesh.cpp
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#include "Mesh.h"
#include "Draw.h"
#include "Transform.h"
Mesh::Mesh() {
mPosAttrib = new Attribute<vec3>();
mNormAttrib = new Attribute<vec3>();
mUvAttrib = new Attribute<vec2>();
mWeightAttrib = new Attribute<vec4>();
mInfluenceAttrib = new Attribute<ivec4>();
mIndexBuffer = new IndexBuffer();
}
Mesh::Mesh(const Mesh& other) {
mPosAttrib = new Attribute<vec3>();
mNormAttrib = new Attribute<vec3>();
mUvAttrib = new Attribute<vec2>();
mWeightAttrib = new Attribute<vec4>();
mInfluenceAttrib = new Attribute<ivec4>();
mIndexBuffer = new IndexBuffer();
*this = other;
}
Mesh& Mesh::operator=(const Mesh& other) {
if (this == &other) {
return *this;
}
mPosition = other.mPosition;
mNormal = other.mNormal;
mTexCoord = other.mTexCoord;
mWeights = other.mWeights;
mInfluences = other.mInfluences;
mIndices = other.mIndices;
UpdateOpenGLBuffers();
return *this;
}
Mesh::~Mesh() {
delete mPosAttrib;
delete mNormAttrib;
delete mUvAttrib;
delete mWeightAttrib;
delete mInfluenceAttrib;
delete mIndexBuffer;
}
std::vector<vec3>& Mesh::GetPosition() {
return mPosition;
}
std::vector<vec3>& Mesh::GetNormal() {
return mNormal;
}
std::vector<vec2>& Mesh::GetTexCoord() {
return mTexCoord;
}
std::vector<vec4>& Mesh::GetWeights() {
return mWeights;
}
std::vector<ivec4>& Mesh::GetInfluences() {
return mInfluences;
}
std::vector<unsigned int>& Mesh::GetIndices() {
return mIndices;
}
void Mesh::UpdateOpenGLBuffers() {
if (mPosition.size() > 0) {
mPosAttrib->Set(mPosition);
}
if (mNormal.size() > 0) {
mNormAttrib->Set(mNormal);
}
if (mTexCoord.size() > 0) {
mUvAttrib->Set(mTexCoord);
}
if (mWeights.size() > 0) {
mWeightAttrib->Set(mWeights);
}
if (mInfluences.size() > 0) {
mInfluenceAttrib->Set(mInfluences);
}
if (mIndices.size() > 0) {
mIndexBuffer->Set(mIndices);
}
}
void Mesh::Bind(int position, int normal, int texCoord, int weight, int influcence) {
if (position >= 0) {
mPosAttrib->BindTo(position);
}
if (normal >= 0) {
mNormAttrib->BindTo(normal);
}
if (texCoord >= 0) {
mUvAttrib->BindTo(texCoord);
}
if (weight >= 0) {
mWeightAttrib->BindTo(weight);
}
if (influcence >= 0) {
mInfluenceAttrib->BindTo(influcence);
}
}
void Mesh::Draw() {
if (mIndices.size() > 0) {
::Draw(*mIndexBuffer, DrawMode::Triangles);
}
else {
::Draw(mPosition.size(), DrawMode::Triangles);
}
}
void Mesh::DrawInstanced(unsigned int numInstances) {
if (mIndices.size() > 0) {
::DrawInstanced(*mIndexBuffer, DrawMode::Triangles, numInstances);
}
else {
::DrawInstanced(mPosition.size(), DrawMode::Triangles, numInstances);
}
}
void Mesh::UnBind(int position, int normal, int texCoord, int weight, int influcence) {
if (position >= 0) {
mPosAttrib->UnBindFrom(position);
}
if (normal >= 0) {
mNormAttrib->UnBindFrom(normal);
}
if (texCoord >= 0) {
mUvAttrib->UnBindFrom(texCoord);
}
if (weight >= 0) {
mWeightAttrib->UnBindFrom(weight);
}
if (influcence >= 0) {
mInfluenceAttrib->UnBindFrom(influcence);
}
}
#if 1
void Mesh::CPUSkin(Skeleton& skeleton, Pose& pose) {
unsigned int numVerts = (unsigned int)mPosition.size();
if (numVerts == 0) { return; }
mSkinnedPosition.resize(numVerts);
mSkinnedNormal.resize(numVerts);
pose.GetMatrixPalette(mPosePalette);
std::vector<mat4> invPosePalette = skeleton.GetInvBindPose();
for (unsigned int i = 0; i < numVerts; ++i) {
ivec4& j = mInfluences[i];
vec4& w = mWeights[i];
mat4 m0 = (mPosePalette[j.x] * invPosePalette[j.x]) * w.x;
mat4 m1 = (mPosePalette[j.y] * invPosePalette[j.y]) * w.y;
mat4 m2 = (mPosePalette[j.z] * invPosePalette[j.z]) * w.z;
mat4 m3 = (mPosePalette[j.w] * invPosePalette[j.w]) * w.w;
mat4 skin = m0 + m1 + m2 + m3;
mSkinnedPosition[i] = transformPoint(skin, mPosition[i]);
mSkinnedNormal[i] = transformVector(skin, mNormal[i]);
}
mPosAttrib->Set(mSkinnedPosition);
mNormAttrib->Set(mSkinnedNormal);
}
#else
void Mesh::CPUSkin(Skeleton& skeleton, Pose& pose) {
unsigned int numVerts = (unsigned int)mPosition.size();
if (numVerts == 0) { return; }
mSkinnedPosition.resize(numVerts);
mSkinnedNormal.resize(numVerts);
Pose& bindPose = skeleton.GetBindPose();
for (unsigned int i = 0; i < numVerts; ++i) {
ivec4& joint = mInfluences[i];
vec4& weight = mWeights[i];
Transform skin0 = combine(pose[joint.x], inverse(bindPose[joint.x]));
vec3 p0 = transformPoint(skin0, mPosition[i]);
vec3 n0 = transformVector(skin0, mNormal[i]);
Transform skin1 = combine(pose[joint.y], inverse(bindPose[joint.y]));
vec3 p1 = transformPoint(skin1, mPosition[i]);
vec3 n1 = transformVector(skin1, mNormal[i]);
Transform skin2 = combine(pose[joint.z], inverse(bindPose[joint.z]));
vec3 p2 = transformPoint(skin2, mPosition[i]);
vec3 n2 = transformVector(skin2, mNormal[i]);
Transform skin3 = combine(pose[joint.w], inverse(bindPose[joint.w]));
vec3 p3 = transformPoint(skin3, mPosition[i]);
vec3 n3 = transformVector(skin3, mNormal[i]);
mSkinnedPosition[i] = p0 * weight.x + p1 * weight.y + p2 * weight.z + p3 * weight.w;
mSkinnedNormal[i] = n0 * weight.x + n1 * weight.y + n2 * weight.z + n3 * weight.w;
}
mPosAttrib->Set(mSkinnedPosition);
mNormAttrib->Set(mSkinnedNormal);
}
#endif