/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.g3d.materials;
import java.nio.FloatBuffer;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g3d.materials.MaterialAttribute;
import com.badlogic.gdx.graphics.g3d.model.skeleton.Skeleton;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.utils.BufferUtils;
import com.badlogic.gdx.utils.Pool;
public class GpuSkinningAttribute extends MaterialAttribute {
private static final int maxNumBones = 32;
private final static String bonesName = "bones";
private Skeleton skeleton;
private final FloatBuffer matrixArray;
private final float[] tmpValues;
private final Matrix4 tempMatrix = new Matrix4();
private Matrix4 modelMatrix = new Matrix4();
protected GpuSkinningAttribute () {
final int size = maxNumBones*16;
tmpValues = new float[size];
matrixArray = BufferUtils.newFloatBuffer(size);
}
public GpuSkinningAttribute (Skeleton skeleton) {
//hack to get to pass through BONES_NUM
super(" BONES_NUM "+skeleton.combinedMatrices.size+"\n#define gpuSkinning");
this.skeleton = skeleton;
final int size = maxNumBones*16;
tmpValues = new float[size];
matrixArray = BufferUtils.newFloatBuffer(size);
}
// Call this to set the model matrix before binding this attribute.
public void setModelMatrix(Matrix4 matrix){
modelMatrix.set(matrix);
}
@Override
public void bind () {
}
@Override
public void bind (ShaderProgram program) {
//program.setUniformMatrix(bonesName, skeleton.combinedMatrices);
//TODO: the following code is only needed because there is no way to set an array of matrix in ShaderProgram
GL20 gl = Gdx.graphics.getGL20();
int length = skeleton.combinedMatrices.size;
for(int i=0;i<length;i++){
Matrix4 matrix = skeleton.combinedMatrices.get(i);
tempMatrix.set(modelMatrix);
tempMatrix.mul(matrix);
System.arraycopy(tempMatrix.val, 0, tmpValues, i*16, 16);
program.setUniformMatrix(bonesName,matrix);
}
int location = program.getUniformLocation(bonesName);
this.matrixArray.clear();
BufferUtils.copy(tmpValues, this.matrixArray, length*16, 0);
gl.glUniformMatrix4fv(location, length, false, this.matrixArray);
}
@Override
public MaterialAttribute copy () {
return new GpuSkinningAttribute(skeleton);
}
@Override
public void set (MaterialAttribute attr) {
GpuSkinningAttribute gpuAttr = (GpuSkinningAttribute)attr;
name = gpuAttr.name;
skeleton = gpuAttr.skeleton;
modelMatrix.idt();
}
private final static Pool<GpuSkinningAttribute> pool = new Pool<GpuSkinningAttribute>() {
@Override
protected GpuSkinningAttribute newObject () {
return new GpuSkinningAttribute();
}
};
@Override
public MaterialAttribute pooledCopy () {
GpuSkinningAttribute attr = pool.obtain();
attr.set(this);
return attr;
}
@Override
public void free () {
if (isPooled) pool.free(this);
}
}