Cocos2d-x 3.x 图形学渲染系列二十九

笔者介绍:姜雪伟IT公司技术合伙人,IT高级讲师,CSDN社区专家,特邀编辑,畅销书作者,国家专利发明人;已出版书籍:《手把手教你架构3D游戏引擎》电子工业出版社和《Unity3D实战核心技术详解》电子工业出版社等。

CSDN视频网址:http://edu.csdn.net/lecturer/144

继续Cocos2d-x 3.x系列文章的编写,接着Cocos2d-x 3.x 图形学渲染系列二十八的编写工作。

下面以模型Attribute属性给读者展示如下所示:

#ifdef _MSC_VER 
#pragma once
#endif
#ifndef MODELDATA_ATTRIBUTES_H
#define MODELDATA_ATTRIBUTES_H

#include "../json/BaseJSONWriter.h"
#include <map>
#define ATTRIBUTE_UNKNOWN		0
#define ATTRIBUTE_POSITION		1
#define ATTRIBUTE_NORMAL		2
#define ATTRIBUTE_COLOR			3
#define ATTRIBUTE_COLORPACKED	4
#define ATTRIBUTE_TANGENT		5
#define ATTRIBUTE_BINORMAL		6
#define ATTRIBUTE_TEXCOORD0		7
#define ATTRIBUTE_TEXCOORD1		8
#define ATTRIBUTE_TEXCOORD2		9
#define ATTRIBUTE_TEXCOORD3		10
#define ATTRIBUTE_TEXCOORD4		11
#define ATTRIBUTE_TEXCOORD5		12
#define ATTRIBUTE_TEXCOORD6		13
#define ATTRIBUTE_TEXCOORD7		14
#define ATTRIBUTE_BLENDWEIGHT0	15
#define ATTRIBUTE_BLENDWEIGHT1	16
#define ATTRIBUTE_BLENDWEIGHT2	17
#define ATTRIBUTE_BLENDWEIGHT3	18
#define ATTRIBUTE_BLENDWEIGHT4	19
#define ATTRIBUTE_BLENDWEIGHT5	20
#define ATTRIBUTE_BLENDWEIGHT6	21
#define ATTRIBUTE_BLENDWEIGHT7	22
#define ATTRIBUTE_COUNT			23

#define ATTRIBUTE_TYPE_SIGNED	0x00
#define ATTRIBUTE_TYPE_UNSIGNED	0x80
#define ATTRIBUTE_TYPE_HEX		0x40
#define ATTRIBUTE_TYPE_FLOAT	0
#define ATTRIBUTE_TYPE_INT		1
#define ATTRIBUTE_TYPE_UINT		(ATTRIBUTE_TYPE_INT | ATTRIBUTE_TYPE_UNSIGNED)
#define ATTRIBUTE_TYPE_UINT_HEX	(ATTRIBUTE_TYPE_UINT | ATTRIBUTE_TYPE_HEX)

#define INIT_VECTOR(T, A) std::vector<T>(A, A + sizeof(A) / sizeof(*A))

namespace fbxconv {
namespace modeldata {
	staticconstchar * AttributeNames[] = {
		"UNKNOWN", "VERTEX_ATTRIB_POSITION", "VERTEX_ATTRIB_NORMAL", "VERTEX_ATTRIB_COLOR", "COLORPACKED", "VERTEX_ATTRIB_TANGENT", "VERTEX_ATTRIB_BINORMAL",
		"VERTEX_ATTRIB_TEX_COORD", "VERTEX_ATTRIB_TEX_COORD1", "VERTEX_ATTRIB_TEX_COORD2", "VERTEX_ATTRIB_TEX_COORD3", "VERTEX_ATTRIB_TEX_COORD4", "VERTEX_ATTRIB_TEX_COORD5", "VERTEX_ATTRIB_TEX_COORD6", "VERTEX_ATTRIB_TEX_COORD7",
		"VERTEX_ATTRIB_BLEND_WEIGHT", "VERTEX_ATTRIB_BLEND_INDEX", "BLENDWEIGHT2", "BLENDWEIGHT3", "BLENDWEIGHT4", "BLENDWEIGHT5", "BLENDWEIGHT6", "BLENDWEIGHT7"
	};

	staticconstunsignedshort AttributeTypeV2[]		= {ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT};
	staticconstunsignedshort AttributeTypeV4[]		= {ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT};
	staticconstunsignedshort AttributeTypeV3[]		= {ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT, ATTRIBUTE_TYPE_FLOAT};
	staticconstunsignedshort AttributeTypeUIntHex[]	= {ATTRIBUTE_TYPE_UINT_HEX};
	staticconstunsignedshort AttributeTypeBlend[]	= {ATTRIBUTE_TYPE_INT, ATTRIBUTE_TYPE_FLOAT};

	staticconststd::vector<unsignedshort> AttributeTypes[] = {
		INIT_VECTOR(unsignedshort, AttributeTypeV4),		// Unknown
		INIT_VECTOR(unsignedshort, AttributeTypeV3),		// Position
		INIT_VECTOR(unsignedshort, AttributeTypeV3),		// 
		INIT_VECTOR(unsignedshort, AttributeTypeV4),		// 
		INIT_VECTOR(unsignedshort, AttributeTypeUIntHex),// ColorPacked
		INIT_VECTOR(unsignedshort, AttributeTypeV3),		// Tangent
		INIT_VECTOR(unsignedshort, AttributeTypeV3),		// Binormal
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord0
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord1
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord2
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord3
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord4
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord5
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord6
		INIT_VECTOR(unsignedshort, AttributeTypeV2),		// Texcoord7
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight0
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight1
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight2
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight3
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight4
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight5
		INIT_VECTOR(unsignedshort, AttributeTypeBlend),	// Blendweight6
		INIT_VECTOR(unsignedshort, AttributeTypeBlend)	// Blendweight7
	};
struct MeshVertexAttrib
	{
		//属性大小
		unsignedint size;
	
		std::string type;
	
		std::string name;	};
	#define ATTRIBUTE_SIZE(idx) (AttributeTypes[idx].size())

	struct Attributes : publicjson::ConstSerializable {
		unsignedlong value;
		std::map<std::string, MeshVertexAttrib> attributemap;
        Attributes() : value(0) 
        {
			MeshVertexAttrib v1;
            v1.name = "VERTEX_ATTRIB_POSITION";
            v1.size = 3;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_POSITION"]= v1;

            v1.name = "VERTEX_ATTRIB_NORMAL";
            v1.size = 3;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_NORMAL"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD1";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD1"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD2";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD2"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD3";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD3"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD4";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD4"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD5";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD5"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD6";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD6"]= v1;

            v1.name = "VERTEX_ATTRIB_TEX_COORD7";
            v1.size = 2;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TEX_COORD7"]= v1;


            v1.name = "VERTEX_ATTRIB_BLEND_WEIGHT";
            v1.size = 4;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_BLEND_WEIGHT"]= v1;

            v1.name = "VERTEX_ATTRIB_BLEND_INDEX";
            v1.size = 4;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_BLEND_INDEX"]= v1;

            v1.name = "VERTEX_ATTRIB_COLOR";
            v1.size = 4;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_COLOR"]= v1;


            v1.name = "VERTEX_ATTRIB_TANGENT";
            v1.size = 3;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_TANGENT"]= v1;

            v1.name = "VERTEX_ATTRIB_BINORMAL";
            v1.size = 3;
            v1.type = "GL_FLOAT";
			attributemap["VERTEX_ATTRIB_BINORMAL"]= v1;

        }

		Attributes(constunsignedlong&v) : value(v) {}

		Attributes(constAttributes&copyFrom) : value(copyFrom.value) {}

		inlinebooloperator==(constAttributes& rhs) const {
			returnvalue == rhs.value;
		}

		unsignedint size() const {
			unsignedint result = 0;
			for (unsignedint i = 0; i <ATTRIBUTE_COUNT; i++)
				if (has(i))
					result += (unsignedint)ATTRIBUTE_SIZE(i);
			return result;
		}

		unsignedint length() const {
			unsignedint result = 0;
			for (unsignedint i = 0; i <ATTRIBUTE_COUNT; i++)
				if (has(i))
					result++;
			return result;
		}
		constint get(unsignedint index) const {
			for (unsignedint i = 0; i <ATTRIBUTE_COUNT; i++)
				if (has(i) && index-- <= 0)
					return i;
			return -1;
		}

		constchar *name(constunsignedint&index) const {
			constint a = get(index);
			return a <0 ? 0 : AttributeNames[a];
		}

		constunsignedshort getType(constunsignedint&v) const {
			unsignedint s = 0;
			for (unsignedint i = 0; i <ATTRIBUTE_COUNT; i++) {
				if (!has(i))
					continue;
				constunsignedshort is = (unsignedshort)ATTRIBUTE_SIZE(i);
				if ((s + is) > v)
					returnAttributeTypes[i][v-s];
				s+=is;
			}
			return0;
		}

		void set(constunsignedint&attribute, constbool&v) {
			if (v)
				add(attribute);
			else
				remove(attribute);
		}

		void add(constunsignedint&attribute) {
			value |= (1<< attribute);
		}

		void remove(constunsignedint&attribute) {
			value&= -1 ^ (1<< attribute);
		}

		inlinebool has(constunsignedint&attribute) const {
			return (value& (1<< attribute)) != 0;
		}

		inlinebool hasPosition() const {
			returnhas(ATTRIBUTE_POSITION);
		}

		void hasPosition(constbool&v) {
			set(ATTRIBUTE_POSITION, v);
		}

		inlinebool hasNormal() const {
			returnhas(ATTRIBUTE_NORMAL);
		}

		void hasNormal(constbool&v) {
			set(ATTRIBUTE_NORMAL, v);
		}

		inlinebool hasColor() const {
			returnhas(ATTRIBUTE_COLOR);
		}

		void hasColor(constbool&v) {
			set(ATTRIBUTE_COLOR, v);
		}

		inlinebool hasColorPacked() const {
			returnhas(ATTRIBUTE_COLORPACKED);
		}

		void hasColorPacked(constbool&v) {
			set(ATTRIBUTE_COLORPACKED, v);
		}

		inlinebool hasTangent() const {
			returnhas(ATTRIBUTE_TANGENT);
		}

		void hasTangent(constbool&v) {
			set(ATTRIBUTE_TANGENT, v);
		}

		inlinebool hasBinormal() const {
			returnhas(ATTRIBUTE_BINORMAL);
		}

		void hasBinormal(constbool&v) {
			set(ATTRIBUTE_BINORMAL, v);
		}

		inlinebool hasUV(constunsignedshort&uv) const {
			returnhas(ATTRIBUTE_TEXCOORD0 + uv);
		}

		void hasUV(constunsignedshort&uv, constbool&v) {
			set(ATTRIBUTE_TEXCOORD0 + uv, v);
		}

		inlinebool hasBlendWeight(constunsignedshort&index) const {
			returnhas(ATTRIBUTE_BLENDWEIGHT0 + index);
		}

		void hasBlendWeight(constunsignedshort&index, constbool&v) {
			set(ATTRIBUTE_BLENDWEIGHT0 + index, v);
		}

		virtualvoid serialize(json::BaseJSONWriter&writer) const;
		void writeBinary(FILE* file);
	};
} }

#endif 

模型所包含的法线,切线,次法线等信息都是通过上述文件定义实现的,最终可从转换后的模型文本文件中显示出来。接下来介绍在Reader模块中的矩阵类实现,模型骨骼动画的播放都会涉及到矩阵的运算,类定义完整代码实现如下:

#ifdef _MSC_VER
#pragma once
#endif //_MSC_VER
#ifndef FBXCONV_READERS_MATRIX3_H
#define FBXCONV_READERS_MATRIX3_H

namespace fbxconv {
namespace readers {
	template<class T>struct Matrix3 {
		T m[9];
		T &x1;
		T &x2;
		T &x3;
		T &y1;
		T &y2;
		T &y3;
		T &z1;
		T &z2;
		T &z3;

		Matrix3() : x1(m[0]), x2(m[1]), x3(m[2]), y1(m[3]), y2(m[4]), y3(m[5]), z1(m[6]), z2(m[7]), z3(m[8]) {
			idt();
		}

		Matrix3(constMatrix3&copyFrom) : x1(m[0]), x2(m[1]), x3(m[2]), y1(m[3]), y2(m[4]), y3(m[5]), z1(m[6]), z2(m[7]), z3(m[8]) {
			set(copyFrom);
		}

		inlineMatrix3&operator=(constMatrix3&rhs) {
			return set(rhs);
		}

		inlineMatrix3&operator*=(constMatrix3&rhs) {
			return mul(rhs);
		}

		inlineMatrix3&operator+=(constMatrix3&rhs) {
			return add(rhs);
		}

		Matrix3<T>&idt() {
			return set(1.f, 0.f, 0.f, 0.f, 1.f, 0.f, 0.f, 0.f, 1.f);
		}

		Matrix3<T>&set(constMatrix3<T>&rhs) {
			return set(rhs.x1, rhs.x2, rhs.x3, rhs.y1, rhs.y2, rhs.y3, rhs.z1, rhs.z2, rhs.z3);
		}

		Matrix3<T>&set(const T &_x1, const T &_x2, const T &_x3, const T &_y1, const T &_y2, const T &_y3, const T &_z1, const T &_z2, const T &_z3) {
			x1 = _x1; x2 = _x2; x3 = _x3;
			y1 = _y1; y2 = _y2; y3 = _y3;
			z1 = _z1; z2 = _z2; z3 = _z3;
			return *this;
		}

		inlineMatrix3<T>&scale(const T &x = (T)1., const T &y = (T)1., const T &z = (T)1.) {
			returnmulr(x, y, z);
		}

		Matrix3<T>&rotate(const T &radians) {
			const T c = cos(radians);
			const T s = sin(radians);
			return mul(c, -s, s, c);
		}

		Matrix3<T>&translate(const T &x  = (T)0., const T &y = (T)0.) {
			return set(	x1, x2, x1 * x + x2 * y + x3,
						y1, y2, y1 * x + y2 * y + y3, 
						z1, z2, z1 * x + z2 * y + z3);
		}

		Matrix3<T>&trn(const T &x = (T)0., const T &y = (T)0.) {
			x3 += x;
			y3 += y;
			return *this;
		}

		Matrix3<T>&mul(constMatrix3<T>&rhs) {
			return mul(rhs.x1, rhs.x2, rhs.x3, rhs.y1, rhs.y2, rhs.y3, rhs.z1, rhs.z2, rhs.z3);
		}

		Matrix3<T>&mul(const T &_x1, const T &_x2, const T &_x3, const T &_y1, const T &_y2, const T &_y3, const T &_z1, const T &_z2, const T &_z3) {
			return set(	x1 * _x1 + x2 * _y1 + x3 * _z1, x1 * _x2 + x2 * _y2 + x3 * _z2, x1 * _x3 + x2 * _y3 + x3 * _z3,
						y1 * _x1 + y2 * _y1 + y3 * _z1, x2 * _x2 + y2 * _y2 + y3 * _z2, y1 * _x3 + y2 * _y3 + y3 * _z3, 
						z1 * _x1 + z2 * _y1 + z3 * _z1, x3 * _x2 + z2 * _y2 + z3 * _z2, z1 * _x3 + z2 * _y3 + z3 * _z3);
		}

		Matrix3<T>&mulr(const T &x = (T)1., const T &y = (T)1., const T &z = (T)1.) {
			return set(	x1 * x, z2 * y, x3 * z,
						y1 * x, y2 * y, y3 * z, 
						z1 * x, z2 * y, z3 * z);
		}

		Matrix3<T>&mulc(const T &x = (T)1., const T &y = (T)1., const T &z = (T)1.) {
			return set(	x1 * x, x2 * x, z3 * x,
						y1 * y, y2 * y, y3 * y, 
						z1 * z, z2 * z, z3 * z);
		}

		Matrix3<T>&mul(const T &_x1, const T &_x2, const T &_y1, const T &_y2) {
			return set(	x1 * _x1 + x2 * _y1, x1 * _x2 + x2 * _y2, x3,
						y1 * _x1 + y2 * _y1, y1 * _x2 + y2 * _y2, y3, 
						z1 * _x1 + z2 * _y1, z1 * _x2 + z2 * _y2, z3);
		}

		Matrix3<T>&add(constMatrix3<T>&rhs) {
			return add(rhs.x1, rhs.x2, rhs.x3, rhs.y1, rhs.y2, rhs.y3, rhs.z1, rhs.z2, rhs.z3);
		}

		Matrix3<T>&add(const T &_x1, const T &_x2, const T &_x3, const T &_y1, const T &_y2, const T &_y3, const T &_z1, const T &_z2, const T &_z3) {
			return set(x1 + _x1, x2 + _x2, x3 + _x3, y1 + _y1, y2 + _y2, y3 + _y3, z1 + _z1, z2 + _z2, z3 * _z3);
		}

		void transform(float&x, float&y) const {
			constfloat _x = x, _y = y;
			x = x1 * _x + x2 * _y + x3;
			y = y1 * _x + y2 * _y + y3;
		}

		void transform(float&x, float&y, float&z) const {
			constfloat _x = x, _y = y, _z = z;
			x = x1 * _x + x2 * _y + x3 * _z;
			y = y1 * _x + y2 * _y + y3 * _z;
			z = z1 * _x + z2 * _y + z3 * _z;
		}
	};
} }

#endif //FBXCONV_READERS_MATRIX3_H


该类实现了矩阵的基本运算,转换操作,缩放操作,矩阵相乘,矩阵相加等运算操作,模型的坐标转化与矩阵运算相关。

后续内容敬请期待。。。。。。





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