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/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* * Neither the name of 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.scene;
import com.jme3.export.*;
import com.jme3.material.Material;
import com.jme3.math.Matrix4f;
import com.jme3.math.Transform;
import com.jme3.math.Vector3f;
import com.jme3.scene.mesh.IndexBuffer;
import com.jme3.util.IntMap.Entry;
import com.jme3.util.TempVars;
import java.io.IOException;
import java.nio.Buffer;
import java.nio.FloatBuffer;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.logging.Level;
import java.util.logging.Logger;
/**
* BatchNode holds geometrie that are batched version of all geometries that are in its sub scenegraph.
* There is one geometry per different material in the sub tree.
* this geometries are directly attached to the node in the scene graph.
* usage is like any other node except you have to call the {@link #batch()} method once all geoms have been attached to the sub scene graph and theire material set
* (see todo more automagic for further enhancements)
* all the geometry that have been batched are set to {@link CullHint#Always} to not render them.
* the sub geometries can be transformed as usual their transforms are used to update the mesh of the geometryBatch.
* sub geoms can be removed but it may be slower than the normal spatial removing
* Sub geoms can be added after the batch() method has been called but won't be batched and will be rendered as normal geometries.
* To integrate them in the batch you have to call the batch() method again on the batchNode.
*
* TODO normal or tangents or both looks a bit weird
* TODO more automagic (batch when needed in the updateLigicalState)
* @author Nehon
*/
public class BatchNode extends Node implements Savable {
private static final Logger logger = Logger.getLogger(BatchNode.class.getName());
/**
* the map of geometry holding the batched meshes
*/
protected Map<Material, Batch> batches = new HashMap<Material, Batch>();
/**
* used to store transformed vectors before proceeding to a bulk put into the FloatBuffer
*/
private float[] tmpFloat;
private float[] tmpFloatN;
private float[] tmpFloatT;
int maxVertCount = 0;
boolean useTangents = false;
boolean needsFullRebatch = true;
/**
* Construct a batchNode
*/
public BatchNode() {
super();
}
public BatchNode(String name) {
super(name);
}
@Override
public void updateGeometricState() {
if ((refreshFlags & RF_LIGHTLIST) != 0) {
updateWorldLightList();
}
if ((refreshFlags & RF_TRANSFORM) != 0) {
// combine with parent transforms- same for all spatial
// subclasses.
updateWorldTransforms();
}
if (!children.isEmpty()) {
// the important part- make sure child geometric state is refreshed
// first before updating own world bound. This saves
// a round-trip later on.
// NOTE 9/19/09
// Although it does save a round trip,
for (Spatial child : children.getArray()) {
child.updateGeometricState();
}
for (Batch batch : batches.values()) {
if (batch.needMeshUpdate) {
batch.geometry.getMesh().updateBound();
batch.geometry.updateWorldBound();
batch.needMeshUpdate = false;
}
}
}
if ((refreshFlags & RF_BOUND) != 0) {
updateWorldBound();
}
assert refreshFlags == 0;
}
protected Transform getTransforms(Geometry geom) {
return geom.getWorldTransform();
}
protected void updateSubBatch(Geometry bg) {
Batch batch = batches.get(bg.getMaterial());
if (batch != null) {
Mesh mesh = batch.geometry.getMesh();
VertexBuffer pvb = mesh.getBuffer(VertexBuffer.Type.Position);
FloatBuffer posBuf = (FloatBuffer) pvb.getData();
VertexBuffer nvb = mesh.getBuffer(VertexBuffer.Type.Normal);
FloatBuffer normBuf = (FloatBuffer) nvb.getData();
if (mesh.getBuffer(VertexBuffer.Type.Tangent) != null) {
VertexBuffer tvb = mesh.getBuffer(VertexBuffer.Type.Tangent);
FloatBuffer tanBuf = (FloatBuffer) tvb.getData();
doTransformsTangents(posBuf, normBuf, tanBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), bg.cachedOffsetMat);
tvb.updateData(tanBuf);
} else {
doTransforms(posBuf, normBuf, bg.startIndex, bg.startIndex + bg.getVertexCount(), bg.cachedOffsetMat);
}
pvb.updateData(posBuf);
nvb.updateData(normBuf);
batch.needMeshUpdate = true;
}
}
/**
* Batch this batchNode
* every geometry of the sub scene graph of this node will be batched into a single mesh that will be rendered in one call
*/
public void batch() {
doBatch();
//we set the batch geometries to ignore transforms to avoid transforms of parent nodes to be applied twice
for (Batch batch : batches.values()) {
batch.geometry.setIgnoreTransform(true);
}
}
protected void doBatch() {
Map<Material, List<Geometry>> matMap = new HashMap<Material, List<Geometry>>();
maxVertCount = 0;
int nbGeoms = 0;
gatherGeomerties(matMap, this, needsFullRebatch);
if (needsFullRebatch) {
for (Batch batch : batches.values()) {
batch.geometry.removeFromParent();
}
batches.clear();
}
for (Map.Entry<Material, List<Geometry>> entry : matMap.entrySet()) {
Mesh m = new Mesh();
Material material = entry.getKey();
List<Geometry> list = entry.getValue();
nbGeoms += list.size();
if (!needsFullRebatch) {
list.add(batches.get(material).geometry);
}
mergeGeometries(m, list);
m.setDynamic();
Batch batch = new Batch();
batch.geometry = new Geometry(name + "-batch" + batches.size());
batch.geometry.setMaterial(material);
this.attachChild(batch.geometry);
batch.geometry.setMesh(m);
batch.geometry.getMesh().updateCounts();
batch.geometry.getMesh().updateBound();
batches.put(material, batch);
}
logger.log(Level.INFO, "Batched {0} geometries in {1} batches.", new Object[]{nbGeoms, batches.size()});
//init temp float arrays
tmpFloat = new float[maxVertCount * 3];
tmpFloatN = new float[maxVertCount * 3];
if (useTangents) {
tmpFloatT = new float[maxVertCount * 4];
}
}
private void gatherGeomerties(Map<Material, List<Geometry>> map, Spatial n, boolean rebatch) {
if (n.getClass() == Geometry.class) {
if (!isBatch(n) && n.getBatchHint() != BatchHint.Never) {
Geometry g = (Geometry) n;
if (!g.isBatched() || rebatch) {
if (g.getMaterial() == null) {
throw new IllegalStateException("No material is set for Geometry: " + g.getName() + " please set a material before batching");
}
List<Geometry> list = map.get(g.getMaterial());
if (list == null) {
list = new ArrayList<Geometry>();
map.put(g.getMaterial(), list);
}
g.setTransformRefresh();
list.add(g);
}
}
} else if (n instanceof Node) {
for (Spatial child : ((Node) n).getChildren()) {
if (child instanceof BatchNode) {
continue;
}
gatherGeomerties(map, child, rebatch);
}
}
}
private boolean isBatch(Spatial s) {
for (Batch batch : batches.values()) {
if (batch.geometry == s) {
return true;
}
}
return false;
}
/**
* Sets the material to the all the batches of this BatchNode
* use setMaterial(Material material,int batchIndex) to set a material to a specific batch
*
* @param material the material to use for this geometry
*/
@Override
public void setMaterial(Material material) {
// for (Batch batch : batches.values()) {
// batch.geometry.setMaterial(material);
// }
throw new UnsupportedOperationException("Unsupported for now, please set the material on the geoms before batching");
}
/**
* Returns the material that is used for the first batch of this BatchNode
*
* use getMaterial(Material material,int batchIndex) to get a material from a specific batch
*
* @return the material that is used for the first batch of this BatchNode
*
* @see #setMaterial(com.jme3.material.Material)
*/
public Material getMaterial() {
if (!batches.isEmpty()) {
Batch b = batches.get(batches.keySet().iterator().next());
return b.geometry.getMaterial();
}
return null;//material;
}
// /**
// * Sets the material to the a specific batch of this BatchNode
// *
// *
// * @param material the material to use for this geometry
// */
// public void setMaterial(Material material,int batchIndex) {
// if (!batches.isEmpty()) {
//
// }
//
// }
//
// /**
// * Returns the material that is used for the first batch of this BatchNode
// *
// * use getMaterial(Material material,int batchIndex) to get a material from a specific batch
// *
// * @return the material that is used for the first batch of this BatchNode
// *
// * @see #setMaterial(com.jme3.material.Material)
// */
// public Material getMaterial(int batchIndex) {
// if (!batches.isEmpty()) {
// Batch b = batches.get(batches.keySet().iterator().next());
// return b.geometry.getMaterial();
// }
// return null;//material;
// }
@Override
public void write(JmeExporter ex) throws IOException {
super.write(ex);
OutputCapsule oc = ex.getCapsule(this);
//
// if (material != null) {
// oc.write(material.getAssetName(), "materialName", null);
// }
// oc.write(material, "material", null);
}
@Override
public void read(JmeImporter im) throws IOException {
super.read(im);
InputCapsule ic = im.getCapsule(this);
// material = null;
// String matName = ic.readString("materialName", null);
// if (matName != null) {
// // Material name is set,
// // Attempt to load material via J3M
// try {
// material = im.getAssetManager().loadMaterial(matName);
// } catch (AssetNotFoundException ex) {
// // Cannot find J3M file.
// logger.log(Level.FINE, "Could not load J3M file {0} for Geometry.",
// matName);
// }
// }
// // If material is NULL, try to load it from the geometry
// if (material == null) {
// material = (Material) ic.readSavable("material", null);
// }
}
/**
* Merges all geometries in the collection into
* the output mesh. Does not take into account materials.
*
* @param geometries
* @param outMesh
*/
private void mergeGeometries(Mesh outMesh, List<Geometry> geometries) {
int[] compsForBuf = new int[VertexBuffer.Type.values().length];
VertexBuffer.Format[] formatForBuf = new VertexBuffer.Format[compsForBuf.length];
int totalVerts = 0;
int totalTris = 0;
int totalLodLevels = 0;
Mesh.Mode mode = null;
for (Geometry geom : geometries) {
totalVerts += geom.getVertexCount();
totalTris += geom.getTriangleCount();
totalLodLevels = Math.min(totalLodLevels, geom.getMesh().getNumLodLevels());
if (maxVertCount < geom.getVertexCount()) {
maxVertCount = geom.getVertexCount();
}
Mesh.Mode listMode;
int components;
switch (geom.getMesh().getMode()) {
case Points:
listMode = Mesh.Mode.Points;
components = 1;
break;
case LineLoop:
case LineStrip:
case Lines:
listMode = Mesh.Mode.Lines;
components = 2;
break;
case TriangleFan:
case TriangleStrip:
case Triangles:
listMode = Mesh.Mode.Triangles;
components = 3;
break;
default:
throw new UnsupportedOperationException();
}
for (VertexBuffer vb : geom.getMesh().getBufferList().getArray()) {
compsForBuf[vb.getBufferType().ordinal()] = vb.getNumComponents();
formatForBuf[vb.getBufferType().ordinal()] = vb.getFormat();
}
if (mode != null && mode != listMode) {
throw new UnsupportedOperationException("Cannot combine different"
+ " primitive types: " + mode + " != " + listMode);
}
mode = listMode;
compsForBuf[VertexBuffer.Type.Index.ordinal()] = components;
}
outMesh.setMode(mode);
if (totalVerts >= 65536) {
// make sure we create an UnsignedInt buffer so
// we can fit all of the meshes
formatForBuf[VertexBuffer.Type.Index.ordinal()] = VertexBuffer.Format.UnsignedInt;
} else {
formatForBuf[VertexBuffer.Type.Index.ordinal()] = VertexBuffer.Format.UnsignedShort;
}
// generate output buffers based on retrieved info
for (int i = 0; i < compsForBuf.length; i++) {
if (compsForBuf[i] == 0) {
continue;
}
Buffer data;
if (i == VertexBuffer.Type.Index.ordinal()) {
data = VertexBuffer.createBuffer(formatForBuf[i], compsForBuf[i], totalTris);
} else {
data = VertexBuffer.createBuffer(formatForBuf[i], compsForBuf[i], totalVerts);
}
VertexBuffer vb = new VertexBuffer(VertexBuffer.Type.values()[i]);
vb.setupData(VertexBuffer.Usage.Dynamic, compsForBuf[i], formatForBuf[i], data);
outMesh.setBuffer(vb);
}
int globalVertIndex = 0;
int globalTriIndex = 0;
for (Geometry geom : geometries) {
Mesh inMesh = geom.getMesh();
geom.batch(this, globalVertIndex);
int geomVertCount = inMesh.getVertexCount();
int geomTriCount = inMesh.getTriangleCount();
for (int bufType = 0; bufType < compsForBuf.length; bufType++) {
VertexBuffer inBuf = inMesh.getBuffer(VertexBuffer.Type.values()[bufType]);
VertexBuffer outBuf = outMesh.getBuffer(VertexBuffer.Type.values()[bufType]);
if (outBuf == null) {
continue;
}
if (VertexBuffer.Type.Index.ordinal() == bufType) {
int components = compsForBuf[bufType];
IndexBuffer inIdx = inMesh.getIndicesAsList();
IndexBuffer outIdx = outMesh.getIndexBuffer();
for (int tri = 0; tri < geomTriCount; tri++) {
for (int comp = 0; comp < components; comp++) {
int idx = inIdx.get(tri * components + comp) + globalVertIndex;
outIdx.put((globalTriIndex + tri) * components + comp, idx);
}
}
} else if (VertexBuffer.Type.Position.ordinal() == bufType) {
FloatBuffer inPos = (FloatBuffer) inBuf.getData();
FloatBuffer outPos = (FloatBuffer) outBuf.getData();
doCopyBuffer(inPos, globalVertIndex, outPos, 3);
} else if (VertexBuffer.Type.Normal.ordinal() == bufType || VertexBuffer.Type.Tangent.ordinal() == bufType) {
FloatBuffer inPos = (FloatBuffer) inBuf.getData();
FloatBuffer outPos = (FloatBuffer) outBuf.getData();
doCopyBuffer(inPos, globalVertIndex, outPos, compsForBuf[bufType]);
if (VertexBuffer.Type.Tangent.ordinal() == bufType) {
useTangents = true;
}
} else {
inBuf.copyElements(0, outBuf, globalVertIndex, geomVertCount);
// for (int vert = 0; vert < geomVertCount; vert++) {
// int curGlobalVertIndex = globalVertIndex + vert;
// inBuf.copyElement(vert, outBuf, curGlobalVertIndex);
// }
}
}
globalVertIndex += geomVertCount;
globalTriIndex += geomTriCount;
}
}
private void doTransforms(FloatBuffer bufPos, FloatBuffer bufNorm, int start, int end, Matrix4f transform) {
TempVars vars = TempVars.get();
Vector3f pos = vars.vect1;
Vector3f norm = vars.vect2;
int length = (end - start) * 3;
// offset is given in element units
// convert to be in component units
int offset = start * 3;
bufPos.position(offset);
bufNorm.position(offset);
bufPos.get(tmpFloat, 0, length);
bufNorm.get(tmpFloatN, 0, length);
int index = 0;
while (index < length) {
pos.x = tmpFloat[index];
norm.x = tmpFloatN[index++];
pos.y = tmpFloat[index];
norm.y = tmpFloatN[index++];
pos.z = tmpFloat[index];
norm.z = tmpFloatN[index];
transform.mult(pos, pos);
transform.multNormal(norm, norm);
index -= 2;
tmpFloat[index] = pos.x;
tmpFloatN[index++] = norm.x;
tmpFloat[index] = pos.y;
tmpFloatN[index++] = norm.y;
tmpFloat[index] = pos.z;
tmpFloatN[index++] = norm.z;
}
vars.release();
bufPos.position(offset);
//using bulk put as it's faster
bufPos.put(tmpFloat, 0, length);
bufNorm.position(offset);
//using bulk put as it's faster
bufNorm.put(tmpFloatN, 0, length);
}
private void doTransformsTangents(FloatBuffer bufPos, FloatBuffer bufNorm, FloatBuffer bufTangents, int start, int end, Matrix4f transform) {
TempVars vars = TempVars.get();
Vector3f pos = vars.vect1;
Vector3f norm = vars.vect2;
Vector3f tan = vars.vect3;
int length = (end - start) * 3;
int tanLength = (end - start) * 4;
// offset is given in element units
// convert to be in component units
int offset = start * 3;
int tanOffset = start * 4;
bufPos.position(offset);
bufNorm.position(offset);
bufTangents.position(tanOffset);
bufPos.get(tmpFloat, 0, length);
bufNorm.get(tmpFloatN, 0, length);
bufTangents.get(tmpFloatT, 0, tanLength);
int index = 0;
int tanIndex = 0;
while (index < length) {
pos.x = tmpFloat[index];
norm.x = tmpFloatN[index++];
pos.y = tmpFloat[index];
norm.y = tmpFloatN[index++];
pos.z = tmpFloat[index];
norm.z = tmpFloatN[index];
tan.x = tmpFloatT[tanIndex++];
tan.y = tmpFloatT[tanIndex++];
tan.z = tmpFloatT[tanIndex++];
transform.mult(pos, pos);
transform.multNormal(norm, norm);
transform.multNormal(tan, tan);
index -= 2;
tanIndex -= 3;
tmpFloat[index] = pos.x;
tmpFloatN[index++] = norm.x;
tmpFloat[index] = pos.y;
tmpFloatN[index++] = norm.y;
tmpFloat[index] = pos.z;
tmpFloatN[index++] = norm.z;
tmpFloatT[tanIndex++] = tan.x;
tmpFloatT[tanIndex++] = tan.y;
tmpFloatT[tanIndex++] = tan.z;
//Skipping 4th element of tangent buffer (handedness)
tanIndex++;
}
vars.release();
bufPos.position(offset);
//using bulk put as it's faster
bufPos.put(tmpFloat, 0, length);
bufNorm.position(offset);
//using bulk put as it's faster
bufNorm.put(tmpFloatN, 0, length);
bufTangents.position(tanOffset);
//using bulk put as it's faster
bufTangents.put(tmpFloatT, 0, tanLength);
}
private void doCopyBuffer(FloatBuffer inBuf, int offset, FloatBuffer outBuf, int componentSize) {
TempVars vars = TempVars.get();
Vector3f pos = vars.vect1;
// offset is given in element units
// convert to be in component units
offset *= componentSize;
for (int i = 0; i < inBuf.capacity() / componentSize; i++) {
pos.x = inBuf.get(i * componentSize + 0);
pos.y = inBuf.get(i * componentSize + 1);
pos.z = inBuf.get(i * componentSize + 2);
outBuf.put(offset + i * componentSize + 0, pos.x);
outBuf.put(offset + i * componentSize + 1, pos.y);
outBuf.put(offset + i * componentSize + 2, pos.z);
}
vars.release();
}
protected class Batch {
Geometry geometry;
boolean needMeshUpdate = false;
}
protected void setNeedsFullRebatch(boolean needsFullRebatch) {
this.needsFullRebatch = needsFullRebatch;
}
public int getOffsetIndex(Geometry batchedGeometry){
return batchedGeometry.startIndex;
}
}