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GameActor.cs
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GameActor.cs
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using System;
using System.IO;
using System.Collections.Generic;
using Nima.OpenGL;
using OpenTK;
namespace Nima
{
public class GameActorImage : ActorImage
{
VertexBuffer m_DeformVertexBuffer;
VertexBuffer m_VertexBuffer;
int m_IndexOffset;
void Copy(GameActorImage node, Actor resetActor)
{
base.Copy(node, resetActor);
m_IndexOffset = node.m_IndexOffset;
m_VertexBuffer = node.m_VertexBuffer;
}
public override ActorComponent MakeInstance(Actor resetActor)
{
GameActorImage instanceNode = new GameActorImage();
instanceNode.Copy(this, resetActor);
return instanceNode;
}
public void Render(GameActorInstance gameActorInstance, Renderer2D renderer)
{
if(TextureIndex < 0 || RenderOpacity <= 0.0f)
{
return;
}
switch(BlendMode)
{
case Nima.BlendModes.Normal:
renderer.BlendMode = Renderer2D.BlendModes.Transparent;
break;
case Nima.BlendModes.Additive:
renderer.BlendMode = Renderer2D.BlendModes.Additive;
break;
case Nima.BlendModes.Multiply:
renderer.BlendMode = Renderer2D.BlendModes.Multiply;
break;
case Nima.BlendModes.Screen:
renderer.BlendMode = Renderer2D.BlendModes.Screen;
break;
}
Texture texture = gameActorInstance.BaseGameActor.Textures[TextureIndex];
IndexBuffer indexBuffer = gameActorInstance.BaseGameActor.IdxBuffer;
if(m_DeformVertexBuffer != null && IsVertexDeformDirty)
{
m_DeformVertexBuffer.SetData(AnimationDeformedVertices);
IsVertexDeformDirty = false;
}
if(ConnectedBoneCount > 0)
{
if(m_DeformVertexBuffer != null)
{
renderer.DrawTexturedAndDeformedSkin(WorldTransform, m_DeformVertexBuffer, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount*3, BoneInfluenceMatrices, RenderOpacity, Color.White, texture);
}
else
{
renderer.DrawTexturedSkin(WorldTransform, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount*3, BoneInfluenceMatrices, RenderOpacity, Color.White, texture);
}
}
else
{
if(m_DeformVertexBuffer != null)
{
renderer.DrawTexturedAndDeformed(WorldTransform, m_DeformVertexBuffer, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount*3, RenderOpacity, Color.White, texture);
}
else
{
renderer.DrawTextured(WorldTransform, m_VertexBuffer, indexBuffer, m_IndexOffset, TriangleCount*3, RenderOpacity, Color.White, texture);
}
}
}
public int IndexOffset
{
get
{
return m_IndexOffset;
}
set
{
m_IndexOffset = value;
}
}
public VertexBuffer DeformVertexBuffer
{
get
{
return m_DeformVertexBuffer;
}
set
{
m_DeformVertexBuffer = value;
}
}
public VertexBuffer VtxBuffer
{
get
{
return m_VertexBuffer;
}
set
{
m_VertexBuffer = value;
}
}
}
public class GameActor : Actor
{
Texture[] m_Textures;
IndexBuffer m_IndexBuffer;
VertexBuffer m_SkinnedVertexBuffer;
VertexBuffer m_VertexBuffer;
string m_BaseFilename;
public GameActor(string baseFilename)
{
m_BaseFilename = baseFilename;
}
protected override ActorImage makeImageNode()
{
return new GameActorImage();
}
public static GameActor Load(string filename)
{
using (FileStream stream = File.OpenRead(filename))
{
int idx = filename.LastIndexOf(".nima");
GameActor actor = new GameActor(filename.Substring(0, idx));
if(actor.LoadFrom(stream))
{
return actor;
}
return null;
}
}
public void InitializeGraphics(Renderer2D renderer)
{
if(TexturesUsed > 0)
{
m_Textures = new Texture[TexturesUsed];
for(int i = 0; i < TexturesUsed; i++)
{
string atlasFilename;
if(TexturesUsed == 1)
{
atlasFilename = m_BaseFilename + ".png";
}
else
{
atlasFilename = m_BaseFilename + i + ".png";
}
m_Textures[i] = new Texture(atlasFilename, true);
}
}
List<float> vertexData = new List<float>();
List<float> skinnedVertexData = new List<float>();
List<ushort> indexData = new List<ushort>();
foreach(ActorImage actorImage in ImageNodes)
{
GameActorImage gameActorImage = actorImage as GameActorImage;
if(gameActorImage != null)
{
// When the image has vertex deform we actually get two vertex buffers per image.
// One that is static with all our base vertex data in there and one with the override positions.
// TODO: optimize this to remove the positions from the base one.
if(gameActorImage.DoesAnimationVertexDeform)
{
gameActorImage.VtxBuffer = new VertexBuffer();
gameActorImage.VtxBuffer.SetData(gameActorImage.Vertices);
gameActorImage.IndexOffset = indexData.Count;
ushort[] tris = gameActorImage.Triangles;
int indexCount = gameActorImage.TriangleCount * 3;
for(int j = 0; j < indexCount; j++)
{
indexData.Add(tris[j]);
}
}
else
{
// N.B. Even vertex deformed buffers get full stride. This wastes a little bit of data as each vertex deformed
// mesh will also have their original positions stored on the GPU, but this saves quite a bit of extra branching.
List<float> currentVertexData = gameActorImage.ConnectedBoneCount > 0 ? skinnedVertexData : vertexData;
// Calculate the offset in our contiguous vertex buffer.
ushort firstVertexIndex = (ushort)(currentVertexData.Count/gameActorImage.VertexStride);
float[] vertices = gameActorImage.Vertices;
int size = gameActorImage.VertexCount * gameActorImage.VertexStride;
for(int j = 0; j < size; j++)
{
currentVertexData.Add(vertices[j]);
}
// N.B. There's an implication here that each mesh cannot have more than 65,535 vertices.
gameActorImage.IndexOffset = indexData.Count;
ushort[] tris = gameActorImage.Triangles;
int indexCount = gameActorImage.TriangleCount * 3;
for(int j = 0; j < indexCount; j++)
{
indexData.Add((ushort)(tris[j]+firstVertexIndex));
}
}
}
}
// The buffers allocated here are all static as they do not change at runtime.
if(vertexData.Count > 0)
{
m_VertexBuffer = new VertexBuffer();
m_VertexBuffer.SetData(vertexData.ToArray());
}
if(skinnedVertexData.Count > 0)
{
m_SkinnedVertexBuffer = new VertexBuffer();
m_SkinnedVertexBuffer.SetData(skinnedVertexData.ToArray());
}
if(indexData.Count > 0)
{
m_IndexBuffer = new IndexBuffer();
m_IndexBuffer.SetData(indexData.ToArray());
}
// Update the vertex buffers being referenced.
foreach(ActorImage actorImage in ImageNodes)
{
GameActorImage gameActorImage = actorImage as GameActorImage;
if(gameActorImage != null)
{
if(!gameActorImage.DoesAnimationVertexDeform)
{
if(gameActorImage.ConnectedBoneCount > 0)
{
gameActorImage.VtxBuffer = m_SkinnedVertexBuffer;
}
else
{
gameActorImage.VtxBuffer = m_VertexBuffer;
}
}
}
}
}
public GameActorInstance makeInstance()
{
GameActorInstance instance = new GameActorInstance(this);
instance.Copy(this);
return instance;
}
public Texture[] Textures
{
get
{
return m_Textures;
}
}
public IndexBuffer IdxBuffer
{
get
{
return m_IndexBuffer;
}
set
{
m_IndexBuffer = value;
}
}
}
public class GameActorInstance : Actor
{
GameActor m_GameActor;
public GameActorInstance(GameActor gameActor)
{
m_GameActor = gameActor;
}
public void InitializeGraphics(Renderer2D renderer)
{
// When we initialize a character instance we go and generate the per instance graphical data necessary.
// In this case, each image that vertex deforms via animation will get its own buffer...
// We could potentially make this one contiguous one too, but the assumption would be that the entire buffer
// would be changing each frame.
foreach(ActorImage actorImage in ImageNodes)
{
GameActorImage gameActorImage = actorImage as GameActorImage;
if(gameActorImage != null && actorImage.DoesAnimationVertexDeform)
{
gameActorImage.DeformVertexBuffer = new VertexBuffer();
gameActorImage.DeformVertexBuffer.SetData(gameActorImage.AnimationDeformedVertices);
}
}
}
protected override void UpdateVertexDeform(ActorImage image)
{
GameActorImage actorImage = image as GameActorImage;
actorImage.DeformVertexBuffer.SetData(actorImage.AnimationDeformedVertices);
}
public override void Advance(float elapsedSeconds)
{
base.Advance(elapsedSeconds);
}
public void Render(Renderer2D renderer)
{
foreach(ActorImage actorImage in ImageNodes)
{
GameActorImage gameActorImage = actorImage as GameActorImage;
if(gameActorImage != null)
{
gameActorImage.Render(this, renderer);
}
}
}
public GameActor BaseGameActor
{
get
{
return m_GameActor;
}
}
}
}