Switch from Nz prefix to namespace Nz

What a huge commit


Former-commit-id: 38ac5eebf70adc1180f571f6006192d28fb99897
This commit is contained in:
Lynix
2015-09-25 19:20:05 +02:00
parent c214251ecf
commit df8da275c4
609 changed files with 68265 additions and 66534 deletions

View File

@@ -13,183 +13,186 @@
#include <unordered_map>
#include <Nazara/Graphics/Debug.hpp>
namespace
namespace Nz
{
struct BufferData
namespace
{
NazaraSlot(NzSkeletalMesh, OnSkeletalMeshDestroy, skeletalMeshDestroySlot);
NzVertexBufferRef buffer;
bool updated;
};
using MeshMap = std::unordered_map<const NzSkeletalMesh*, BufferData>;
struct MeshData
{
NazaraSlot(NzSkeleton, OnSkeletonDestroy, skeletonDestroySlot);
NazaraSlot(NzSkeleton, OnSkeletonJointsInvalidated, skeletonJointsInvalidatedSlot);
MeshMap meshMap;
};
struct SkinningData
{
const NzSkeletalMesh* mesh;
const NzSkeleton* skeleton;
NzVertexBuffer* buffer;
};
using SkeletonMap = std::unordered_map<const NzSkeleton*, MeshData>;
SkeletonMap s_cache;
std::vector<SkinningData> s_skinningQueue;
void Skin_MonoCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
{
NzBufferMapper<NzVertexBuffer> inputMapper(mesh->GetVertexBuffer(), nzBufferAccess_ReadOnly);
NzBufferMapper<NzVertexBuffer> outputMapper(buffer, nzBufferAccess_DiscardAndWrite);
NzSkinningData skinningData;
skinningData.inputVertex = static_cast<NzSkeletalMeshVertex*>(inputMapper.GetPointer());
skinningData.outputVertex = static_cast<NzMeshVertex*>(outputMapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
NzSkinPositionNormalTangent(skinningData, 0, mesh->GetVertexCount());
}
void Skin_MultiCPU(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton, NzVertexBuffer* buffer)
{
NzBufferMapper<NzVertexBuffer> inputMapper(mesh->GetVertexBuffer(), nzBufferAccess_ReadOnly);
NzBufferMapper<NzVertexBuffer> outputMapper(buffer, nzBufferAccess_DiscardAndWrite);
NzSkinningData skinningData;
skinningData.inputVertex = static_cast<NzSkeletalMeshVertex*>(inputMapper.GetPointer());
skinningData.outputVertex = static_cast<NzMeshVertex*>(outputMapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
// Afin d'empêcher les différents threads de vouloir mettre à jour la même matrice en même temps,
// on se charge de la mettre à jour avant de les lancer
unsigned int jointCount = skeleton->GetJointCount();
for (unsigned int i = 0; i < jointCount; ++i)
skinningData.joints[i].EnsureSkinningMatrixUpdate();
unsigned int workerCount = NzTaskScheduler::GetWorkerCount();
std::ldiv_t div = std::ldiv(mesh->GetVertexCount(), workerCount);
for (unsigned int i = 0; i < workerCount; ++i)
NzTaskScheduler::AddTask(NzSkinPositionNormalTangent, skinningData, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
NzTaskScheduler::Run();
NzTaskScheduler::WaitForTasks();
}
}
NzVertexBuffer* NzSkinningManager::GetBuffer(const NzSkeletalMesh* mesh, const NzSkeleton* skeleton)
{
#if NAZARA_GRAPHICS_SAFE
if (!mesh)
{
NazaraError("Invalid mesh");
return nullptr;
}
if (!skeleton)
{
NazaraError("Invalid skeleton");
return nullptr;
}
#endif
NzErrorFlags flags(nzErrorFlag_ThrowException);
SkeletonMap::iterator it = s_cache.find(skeleton);
if (it == s_cache.end())
{
MeshData meshData;
meshData.skeletonDestroySlot.Connect(skeleton->OnSkeletonDestroy, OnSkeletonRelease);
meshData.skeletonJointsInvalidatedSlot.Connect(skeleton->OnSkeletonJointsInvalidated, OnSkeletonInvalidated);
it = s_cache.insert(std::make_pair(skeleton, std::move(meshData))).first;
}
NzVertexBuffer* buffer;
MeshMap& meshMap = it->second.meshMap;
MeshMap::iterator it2 = meshMap.find(mesh);
if (it2 == meshMap.end())
{
NzVertexBufferRef vertexBuffer = NzVertexBuffer::New(NzVertexDeclaration::Get(nzVertexLayout_XYZ_Normal_UV_Tangent), mesh->GetVertexCount(), nzDataStorage_Hardware, nzBufferUsage_Dynamic);
BufferData data;
data.skeletalMeshDestroySlot.Connect(mesh->OnSkeletalMeshDestroy, OnSkeletalMeshDestroy);
data.buffer = vertexBuffer;
data.updated = true;
meshMap.insert(std::make_pair(mesh, std::move(data)));
s_skinningQueue.push_back(SkinningData{mesh, skeleton, vertexBuffer});
buffer = vertexBuffer;
}
else
{
BufferData& data = it2->second;
if (!data.updated)
struct BufferData
{
s_skinningQueue.push_back(SkinningData{mesh, skeleton, data.buffer});
data.updated = true;
NazaraSlot(SkeletalMesh, OnSkeletalMeshDestroy, skeletalMeshDestroySlot);
VertexBufferRef buffer;
bool updated;
};
using MeshMap = std::unordered_map<const SkeletalMesh*, BufferData>;
struct MeshData
{
NazaraSlot(Skeleton, OnSkeletonDestroy, skeletonDestroySlot);
NazaraSlot(Skeleton, OnSkeletonJointsInvalidated, skeletonJointsInvalidatedSlot);
MeshMap meshMap;
};
struct QueueData
{
const SkeletalMesh* mesh;
const Skeleton* skeleton;
VertexBuffer* buffer;
};
using SkeletonMap = std::unordered_map<const Skeleton*, MeshData>;
SkeletonMap s_cache;
std::vector<QueueData> s_skinningQueue;
void Skin_MonoCPU(const SkeletalMesh* mesh, const Skeleton* skeleton, VertexBuffer* buffer)
{
BufferMapper<VertexBuffer> inputMapper(mesh->GetVertexBuffer(), BufferAccess_ReadOnly);
BufferMapper<VertexBuffer> outputMapper(buffer, BufferAccess_DiscardAndWrite);
SkinningData skinningData;
skinningData.inputVertex = static_cast<SkeletalMeshVertex*>(inputMapper.GetPointer());
skinningData.outputVertex = static_cast<MeshVertex*>(outputMapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
SkinPositionNormalTangent(skinningData, 0, mesh->GetVertexCount());
}
buffer = data.buffer;
void Skin_MultiCPU(const SkeletalMesh* mesh, const Skeleton* skeleton, VertexBuffer* buffer)
{
BufferMapper<VertexBuffer> inputMapper(mesh->GetVertexBuffer(), BufferAccess_ReadOnly);
BufferMapper<VertexBuffer> outputMapper(buffer, BufferAccess_DiscardAndWrite);
SkinningData skinningData;
skinningData.inputVertex = static_cast<SkeletalMeshVertex*>(inputMapper.GetPointer());
skinningData.outputVertex = static_cast<MeshVertex*>(outputMapper.GetPointer());
skinningData.joints = skeleton->GetJoints();
// Afin d'empêcher les différents threads de vouloir mettre à jour la même matrice en même temps,
// on se charge de la mettre à jour avant de les lancer
unsigned int jointCount = skeleton->GetJointCount();
for (unsigned int i = 0; i < jointCount; ++i)
skinningData.joints[i].EnsureSkinningMatrixUpdate();
unsigned int workerCount = TaskScheduler::GetWorkerCount();
std::ldiv_t div = std::ldiv(mesh->GetVertexCount(), workerCount);
for (unsigned int i = 0; i < workerCount; ++i)
TaskScheduler::AddTask(SkinPositionNormalTangent, skinningData, i*div.quot, (i == workerCount-1) ? div.quot + div.rem : div.quot);
TaskScheduler::Run();
TaskScheduler::WaitForTasks();
}
}
return buffer;
}
void NzSkinningManager::Skin()
{
for (SkinningData& data : s_skinningQueue)
s_skinFunc(data.mesh, data.skeleton, data.buffer);
s_skinningQueue.clear();
}
bool NzSkinningManager::Initialize()
{
///TODO: GPU Skinning
if (NzTaskScheduler::Initialize())
s_skinFunc = Skin_MultiCPU;
else
s_skinFunc = Skin_MonoCPU;
return true; // Rien de particulier à faire
}
void NzSkinningManager::OnSkeletalMeshDestroy(const NzSkeletalMesh* mesh)
{
for (auto& pair : s_cache)
VertexBuffer* SkinningManager::GetBuffer(const SkeletalMesh* mesh, const Skeleton* skeleton)
{
MeshMap& meshMap = pair.second.meshMap;
meshMap.erase(mesh);
#if NAZARA_GRAPHICS_SAFE
if (!mesh)
{
NazaraError("Invalid mesh");
return nullptr;
}
if (!skeleton)
{
NazaraError("Invalid skeleton");
return nullptr;
}
#endif
ErrorFlags flags(ErrorFlag_ThrowException);
SkeletonMap::iterator it = s_cache.find(skeleton);
if (it == s_cache.end())
{
MeshData meshData;
meshData.skeletonDestroySlot.Connect(skeleton->OnSkeletonDestroy, OnSkeletonRelease);
meshData.skeletonJointsInvalidatedSlot.Connect(skeleton->OnSkeletonJointsInvalidated, OnSkeletonInvalidated);
it = s_cache.insert(std::make_pair(skeleton, std::move(meshData))).first;
}
VertexBuffer* buffer;
MeshMap& meshMap = it->second.meshMap;
MeshMap::iterator it2 = meshMap.find(mesh);
if (it2 == meshMap.end())
{
VertexBufferRef vertexBuffer = VertexBuffer::New(VertexDeclaration::Get(VertexLayout_XYZ_Normal_UV_Tangent), mesh->GetVertexCount(), DataStorage_Hardware, BufferUsage_Dynamic);
BufferData data;
data.skeletalMeshDestroySlot.Connect(mesh->OnSkeletalMeshDestroy, OnSkeletalMeshDestroy);
data.buffer = vertexBuffer;
data.updated = true;
meshMap.insert(std::make_pair(mesh, std::move(data)));
s_skinningQueue.push_back(QueueData{mesh, skeleton, vertexBuffer});
buffer = vertexBuffer;
}
else
{
BufferData& data = it2->second;
if (!data.updated)
{
s_skinningQueue.push_back(QueueData{mesh, skeleton, data.buffer});
data.updated = true;
}
buffer = data.buffer;
}
return buffer;
}
}
void NzSkinningManager::OnSkeletonInvalidated(const NzSkeleton* skeleton)
{
for (auto& pair : s_cache.at(skeleton).meshMap)
pair.second.updated = false;
}
void SkinningManager::Skin()
{
for (QueueData& data : s_skinningQueue)
s_skinFunc(data.mesh, data.skeleton, data.buffer);
void NzSkinningManager::OnSkeletonRelease(const NzSkeleton* skeleton)
{
s_cache.erase(skeleton);
}
s_skinningQueue.clear();
}
void NzSkinningManager::Uninitialize()
{
s_cache.clear();
s_skinningQueue.clear();
}
bool SkinningManager::Initialize()
{
///TODO: GPU Skinning
if (TaskScheduler::Initialize())
s_skinFunc = Skin_MultiCPU;
else
s_skinFunc = Skin_MonoCPU;
NzSkinningManager::SkinFunction NzSkinningManager::s_skinFunc = nullptr;
return true; // Rien de particulier à faire
}
void SkinningManager::OnSkeletalMeshDestroy(const SkeletalMesh* mesh)
{
for (auto& pair : s_cache)
{
MeshMap& meshMap = pair.second.meshMap;
meshMap.erase(mesh);
}
}
void SkinningManager::OnSkeletonInvalidated(const Skeleton* skeleton)
{
for (auto& pair : s_cache.at(skeleton).meshMap)
pair.second.updated = false;
}
void SkinningManager::OnSkeletonRelease(const Skeleton* skeleton)
{
s_cache.erase(skeleton);
}
void SkinningManager::Uninitialize()
{
s_cache.clear();
s_skinningQueue.clear();
}
SkinningManager::SkinFunction SkinningManager::s_skinFunc = nullptr;
}