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File: ../src/components/skinnedMeshRenderer.js

///@INFO: UNCOMMON
function SkinnedMeshRenderer(o)
{
	this.enabled = true;
	this.apply_skinning = true;
	this.cpu_skinning = false;
	this.mesh = null;
	this.lod_mesh = null;
	this.submesh_id = -1;
	this.material = null;
	this._primitive = -1;
	this.point_size = 0.1;
	this.two_sided = false;
	this.ignore_transform = true;
	//this.factor = 1;

	//check how many floats can we put in a uniform
	if(!SkinnedMeshRenderer.num_supported_uniforms && global.gl )
	{
		SkinnedMeshRenderer.num_supported_uniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
		SkinnedMeshRenderer.num_supported_textures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
		//check if GPU skinning is supported
		if( SkinnedMeshRenderer.num_supported_uniforms < SkinnedMeshRenderer.MAX_BONES*3 && SkinnedMeshRenderer.num_supported_textures == 0)
			SkinnedMeshRenderer.gpu_skinning_supported = false;
	}

	if(o)
		this.configure(o);

	if(!MeshRenderer._identity) //used to avoir garbage
		MeshRenderer._identity = mat4.create();
}

Object.defineProperty( SkinnedMeshRenderer.prototype, 'primitive', {
	get: function() { return this._primitive; },
	set: function(v) { 
		v = (v === undefined || v === null ? -1 : v|0);
		if(v != -1 && v != 0 && v!= 1 && v!= 4 && v!= 10)
			return;
		this._primitive = v;
	},
	enumerable: true
});

SkinnedMeshRenderer.MAX_BONES = 64;
SkinnedMeshRenderer.gpu_skinning_supported = true;
SkinnedMeshRenderer.icon = "mini-icon-stickman.png";

//vars
SkinnedMeshRenderer["@mesh"] = { widget: "mesh" };
SkinnedMeshRenderer["@lod_mesh"] = { widget: "mesh" };
SkinnedMeshRenderer["@primitive"] = {widget:"combo", values: {"Default":null, "Points": 0, "Lines":1, "Triangles":4, "Wireframe":10 }};
SkinnedMeshRenderer["@submesh_id"] = {widget:"combo", values: function() {
	var component = this.instance;
	var mesh = component.getMesh();
	if(!mesh) return null;
	if(!mesh || !mesh.info || !mesh.info.groups || mesh.info.groups.length < 2)
		return null;

	var t = {"all":null};
	for(var i = 0; i < mesh.info.groups.length; ++i)
		t[mesh.info.groups[i].name] = i;
	return t;
}};

SkinnedMeshRenderer.prototype.onAddedToNode = function(node)
{
	if(!node.meshrenderer)
		node.meshrenderer = this;
	LEvent.bind(node, "collectRenderInstances", this.onCollectInstances, this);
}

SkinnedMeshRenderer.prototype.onRemovedFromNode = function(node)
{
	if(node.meshrenderer)
		delete node["meshrenderer"];
	LEvent.unbind(node, "collectRenderInstances", this.onCollectInstances, this);
}

/**
* Configure from a serialized object
* @method configure
* @param {Object} object with the serialized info
*/
SkinnedMeshRenderer.prototype.configure = function(o)
{
	if(o.enabled != null)
		this.enabled = !!(o.enabled);
	this.cpu_skinning = !!(o.cpu_skinning);
	this.ignore_transform = !!(o.ignore_transform);

	this.mesh = o.mesh;
	this.lod_mesh = o.lod_mesh;
	this.submesh_id = o.submesh_id;
	this.primitive = o.primitive; //gl.TRIANGLES
	this.two_sided = !!o.two_sided;
	if(o.point_size !== undefined)
		this.point_size = o.point_size;
	if(o.material)
		this.material = typeof(o.material) == "string" ? o.material : new Material(o.material);
}

/**
* Serialize the object 
* @method serialize
* @return {Object} object with the serialized info
*/
SkinnedMeshRenderer.prototype.serialize = function()
{
	var o = { 
		object_class: "SkinnedMeshRenderer",
		enabled: this.enabled,
		apply_skinning: this.apply_skinning,
		cpu_skinning: this.cpu_skinning,
		ignore_transform: this.ignore_transform,
		mesh: this.mesh,
		lod_mesh: this.lod_mesh,
		primitive: this.primitive,
		submesh_id: this.submesh_id,
		two_sided: this.two_sided,
		point_size: this.point_size
	};

	if(this.material)
		o.material = typeof(this.material) == "string" ? this.material : this.material.serialize();

	return o;
}

SkinnedMeshRenderer.prototype.getMesh = function() {
	return LS.ResourcesManager.getMesh(this.mesh);
}

SkinnedMeshRenderer.prototype.getLODMesh = function() {
	return LS.ResourcesManager.getMesh(this.lod_mesh);
}

SkinnedMeshRenderer.prototype.getResources = function(res)
{
	if(typeof(this.mesh) == "string")
		res[this.mesh] = Mesh;
	if(typeof(this.lod_mesh) == "string")
		res[this.lod_mesh] = Mesh;
	return res;
}

SkinnedMeshRenderer.prototype.onResourceRenamed = function (old_name, new_name, resource)
{
	if(this.mesh == old_name)
		this.mesh = new_name;
	if(this.lod_mesh == old_name)
		this.lod_mesh = new_name;
}

SkinnedMeshRenderer.prototype.getNodeMatrix = function(name)
{
	var scene = this._root.scene;
	if(!scene)
		return null;

	var node = scene.getNode( name );
	if(!node)
		return null;
	node._is_bone = true;
	return node.transform.getGlobalMatrixRef();
}

//checks the list of bones in mesh.bones and retrieves its matrices
SkinnedMeshRenderer.prototype.getBoneMatrices = function(ref_mesh)
{
	//bone matrices
	var bones = this._last_bones;

	//reuse bone matrices
	if(!this._last_bones || this._last_bones.length != ref_mesh.bones.length )
	{
		bones = this._last_bones = [];
		for(var i = 0; i < ref_mesh.bones.length; ++i)
			bones[i] = mat4.create();
	}

	for(var i = 0; i < ref_mesh.bones.length; ++i)
	{
		var m = bones[i]; //mat4.create();
		var joint = ref_mesh.bones[i];
		var mat = this.getNodeMatrix( joint[0] ); //get the current matrix from the bone Node transform
		if(!mat)
		{
			mat4.identity( m );
		}
		else
		{
			var inv = joint[1];
			mat4.multiply( m, mat, inv );
			if(ref_mesh.bind_matrix)
				mat4.multiply( m, m, ref_mesh.bind_matrix);
		}

		//bones[i].push( m ); //multiply by the inv bindpose matrix
	}

	return bones;
}

SkinnedMeshRenderer.prototype.onCollectInstances = function(e, instances, options)
{
	if(!this.enabled)
		return;

	var mesh = this.getMesh();
	if(!mesh)
		return null;

	var node = this._root;
	if(!this._root)
		return;

	var RI = this._render_instance;
	if(!RI)
		this._render_instance = RI = new LS.RenderInstance(this._root, this);

	//this mesh doesnt have skinning info
	if(!mesh.getBuffer("vertices") || !mesh.getBuffer("bone_indices"))
		return;

	if(!this.apply_skinning)
	{
		RI.setMesh( mesh, this.primitive );
		//remove the flags to avoid recomputing shaders
		delete RI.samplers["u_bones"];
	}
	else if( SkinnedMeshRenderer.gpu_skinning_supported && !this.cpu_skinning ) 
	{
		RI.setMesh(mesh, this.primitive);

	
		//retrieve all the bones
		var bones = this.getBoneMatrices(mesh);
		var bones_size = bones.length * 12;

		var u_bones = this._u_bones;
		if(!u_bones || u_bones.length != bones_size)
			this._u_bones = u_bones = new Float32Array( bones_size );

		//pack the bones in one single array (also skip the last row, is always 0,0,0,1)
		for(var i = 0; i < bones.length; i++)
		{
			mat4.transpose( bones[i], bones[i] );
			u_bones.set( bones[i].subarray(0,12), i * 12, (i+1) * 12 );
		}

		//can we pass the bones as a uniform?
		if( SkinnedMeshRenderer.num_supported_uniforms >= bones_size )
		{
			//upload the bones as uniform (faster but doesnt work in all GPUs)
			RI.uniforms["u_bones"] = u_bones;
			delete RI.samplers["u_bones"]; //use uniforms, not samplers
		}
		else if( SkinnedMeshRenderer.num_supported_textures > 0 ) //upload the bones as a float texture (slower)
		{
			var texture = this._bones_texture;
			if(!texture)
			{
				texture = this._bones_texture = new GL.Texture( 1, bones.length * 3, { format: gl.RGBA, type: gl.FLOAT, filter: gl.NEAREST} ); //3 rows of 4 values per matrix
				texture._data = new Float32Array( texture.width * texture.height * 4 );
			}

			texture._data.set( u_bones );
			texture.uploadData( texture._data, { no_flip: true } );
			LS.RM.textures[":bones"] = texture; //debug
			RI.samplers["u_bones"] = texture;
			delete RI.uniforms["u_bones"]; //use samplers, not uniforms
		}
		else
			console.error("impossible to get here")
	}
	else //cpu skinning (mega slow)
	{
		if(!this._skinned_mesh || this._skinned_mesh._reference != mesh)
		{
			this._skinned_mesh = new GL.Mesh();
			this._skinned_mesh._reference = mesh;
			var vertex_buffer = mesh.getBuffer("vertices");
			var normal_buffer = mesh.getBuffer("normals");

			//clone 
			for (var i in mesh.vertexBuffers)
				this._skinned_mesh.vertexBuffers[i] = mesh.vertexBuffers[i];
			for (var i in mesh.indexBuffers)
				this._skinned_mesh.indexBuffers[i] = mesh.indexBuffers[i];

			//new ones clonning old ones
			this._skinned_mesh.createVertexBuffer("vertices","a_vertex", 3, new Float32Array( vertex_buffer.data ), gl.STREAM_DRAW );
			if(normal_buffer)
				this._skinned_mesh.createVertexBuffer("normals","a_normal", 3, new Float32Array( normal_buffer.data ), gl.STREAM_DRAW );
		}


		//apply cpu skinning
		this.applySkin( mesh, this._skinned_mesh );
		RI.setMesh(this._skinned_mesh, this.primitive);
		//remove the flags to avoid recomputing shaders
		delete RI.samplers["u_bones"];
	}

	//do not need to update
	//RI.matrix.set( this._root.transform._global_matrix );
	if( this.ignore_transform )
		mat4.identity( RI.matrix );
	else
		this._root.transform.getGlobalMatrix( RI.matrix );
	mat4.multiplyVec3( RI.center, RI.matrix, vec3.create() );

	if(this.submesh_id != -1 && this.submesh_id != null && mesh.info && mesh.info.groups)
	{
		var group = mesh.info.groups[this.submesh_id];
		if(group)
			RI.setRange( group.start, group.length );
	}
	else
		RI.setRange(0,-1);

	RI.material = this.material || this._root.getMaterial();

	if( this.apply_skinning )
		RI.use_bounding = false; //no frustum test in skinned meshes, hard to compute the frustrum in CPU

	if(this.primitive == gl.POINTS)
		RI.uniforms.u_point_size = this.point_size;

	instances.push(RI);
	//return RI;
}


SkinnedMeshRenderer.zero_matrix = new Float32Array(16);

SkinnedMeshRenderer.prototype.applySkin = function(ref_mesh, skin_mesh)
{
	var original_vertices = ref_mesh.getBuffer("vertices").data;
	var original_normals = null;
	if(ref_mesh.getBuffer("normals"))
		original_normals = ref_mesh.getBuffer("normals").data;

	var weights = ref_mesh.getBuffer("weights").data;
	var bone_indices = ref_mesh.getBuffer("bone_indices").data;

	var vertices_buffer = skin_mesh.getBuffer("vertices");
	var vertices = vertices_buffer.data;

	var normals_buffer = null;
	var normals = null;

	if(original_normals)
	{
		normals_buffer = skin_mesh.getBuffer("normals");
		normals = normals_buffer.data;
	}

	//bone matrices
	var bones = this.getBoneMatrices( ref_mesh );
	if(bones.length == 0) //no bones found
		return null;

	//var factor = this.factor; //for debug

	//apply skinning per vertex
	var temp = vec3.create();
	var ov_temp = vec3.create();
	var temp_matrix = mat4.create();
	for(var i = 0, l = vertices.length / 3; i < l; ++i)
	{
		var ov = original_vertices.subarray(i*3, i*3+3);

		var b = bone_indices.subarray(i*4, i*4+4);
		var w = weights.subarray(i*4, i*4+4);
		var v = vertices.subarray(i*3, i*3+3);

		var bmat = [ bones[ b[0] ], bones[ b[1] ], bones[ b[2] ], bones[ b[3] ] ];

		temp_matrix.set( SkinnedMeshRenderer.zero_matrix );
		mat4.scaleAndAdd( temp_matrix, temp_matrix, bmat[0], w[0] );
		if(w[1] > 0.0) mat4.scaleAndAdd( temp_matrix, temp_matrix, bmat[1], w[1] );
		if(w[2] > 0.0) mat4.scaleAndAdd( temp_matrix, temp_matrix, bmat[2], w[2] );
		if(w[3] > 0.0) mat4.scaleAndAdd( temp_matrix, temp_matrix, bmat[3], w[3] );

		mat4.multiplyVec3(v, temp_matrix, original_vertices.subarray(i*3, i*3+3) );
		if(normals)
		{
			var n = normals.subarray(i*3, i*3+3);
			mat4.rotateVec3(n, temp_matrix, original_normals.subarray(i*3, i*3+3) );
		}
		
		//we could also multiply the normal but this is already superslow...

		/* apply weights
		v[0] = v[1] = v[2] = 0.0; //reset
		mat4.multiplyVec3(v, bmat[0], ov_temp);
		vec3.scale(v,v,w[0]);
		for(var j = 1; j < 4; ++j)
			if(w[j] > 0.0)
			{
				mat4.multiplyVec3(temp, bmat[j], ov_temp);
				vec3.scaleAndAdd(v, v, temp, w[j]);
			}
		//*/

		//if(factor != 1) vec3.lerp( v, ov, v, factor);
	}

	//upload
	vertices_buffer.upload(gl.STREAM_DRAW);
	if(normals_buffer)
		normals_buffer.upload(gl.STREAM_DRAW);
}

SkinnedMeshRenderer.prototype.extractSkeleton = function()
{
	//TODO
}

LS.registerComponent(SkinnedMeshRenderer);
LS.SkinnedMeshRenderer = SkinnedMeshRenderer;