Files
nenya/src/java/com/threerings/jme/model/SkinMesh.java
T
Andrzej Kapolka 124af1e0b1 Use a fragment shader as well as a vertex shader for the skinned meshes.
I tracked the ATI slowdown down to using a vertex shader in combination 
with fixed function fog.  Also cleaned up ShaderConfig a little.


git-svn-id: svn+ssh://src.earth.threerings.net/nenya/trunk@244 ed5b42cb-e716-0410-a449-f6a68f950b19
2007-05-14 20:13:39 +00:00

771 lines
26 KiB
Java

//
// $Id$
//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2007 Three Rings Design, Inc., All Rights Reserved
// http://www.threerings.net/code/nenya/
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.jme.model;
import java.io.IOException;
import java.io.ObjectInputStream;
import java.io.Serializable;
import java.nio.ByteBuffer;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.Collections;
import java.util.HashMap;
import java.util.HashSet;
import org.lwjgl.opengl.GLContext;
import com.jme.bounding.BoundingVolume;
import com.jme.math.Matrix4f;
import com.jme.math.Vector3f;
import com.jme.renderer.Renderer;
import com.jme.scene.Spatial;
import com.jme.scene.TriMesh;
import com.jme.scene.VBOInfo;
import com.jme.scene.batch.SharedBatch;
import com.jme.scene.batch.TriangleBatch;
import com.jme.scene.state.GLSLShaderObjectsState;
import com.jme.scene.state.RenderState;
import com.jme.system.DisplaySystem;
import com.jme.util.ShaderAttribute;
import com.jme.util.export.JMEExporter;
import com.jme.util.export.JMEImporter;
import com.jme.util.export.InputCapsule;
import com.jme.util.export.OutputCapsule;
import com.jme.util.export.Savable;
import com.jme.util.geom.BufferUtils;
import com.samskivert.util.ArrayUtil;
import com.samskivert.util.HashIntMap;
import com.samskivert.util.ListUtil;
import com.threerings.jme.Log;
import com.threerings.jme.util.JmeUtil;
import com.threerings.jme.util.ShaderCache;
import com.threerings.jme.util.ShaderConfig;
/**
* A triangle mesh that deforms according to a bone hierarchy.
*/
public class SkinMesh extends ModelMesh
{
/** The maximum number of bone matrices that we can use for hardware skinning. */
public static final int MAX_SHADER_BONE_COUNT = 31;
/** The maximum number of bones influencing a single vertex for hardware skinning. */
public static final int MAX_SHADER_BONES_PER_VERTEX = 4;
/** Represents the vertex weights of a group of vertices influenced by the
* same set of bones. */
public static class WeightGroup
implements Savable
{
/** The number of vertices in this weight group. */
public int vertexCount;
/** The bones influencing this group. */
public Bone[] bones;
/** The array of interleaved weights (of length <code>vertexCount *
* boneIndices.length</code>): weights for first vertex, weights for
* second, etc. */
public float[] weights;
/**
* Rebinds this weight group for a prototype instance.
*
* @param bmap the mapping from prototype to instance bones
*/
public WeightGroup rebind (HashMap<Bone, Bone> bmap)
{
WeightGroup wgroup = new WeightGroup();
wgroup.vertexCount = vertexCount;
wgroup.bones = new Bone[bones.length];
for (int ii = 0; ii < bones.length; ii++) {
wgroup.bones[ii] = bmap.get(bones[ii]);
}
wgroup.weights = weights;
return wgroup;
}
// documentation inherited
public Class getClassTag ()
{
return getClass();
}
// documentation inherited
public void read (JMEImporter im)
throws IOException
{
InputCapsule capsule = im.getCapsule(this);
vertexCount = capsule.readInt("vertexCount", 0);
bones = ArrayUtil.copy(capsule.readSavableArray("bones", null),
new Bone[0]);
weights = capsule.readFloatArray("weights", null);
}
// documentation inherited
public void write (JMEExporter ex)
throws IOException
{
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(vertexCount, "vertexCount", 0);
capsule.write(bones, "bones", null);
capsule.write(weights, "weights", null);
}
private static final long serialVersionUID = 1;
}
/** Represents a bone that influences the mesh. */
public static class Bone
implements Savable
{
/** The node that defines the bone's position. */
public ModelNode node;
/** The inverse of the bone's model space reference transform. */
public transient Matrix4f invRefTransform;
/** The bone's current transform in model space. */
public transient Matrix4f transform;
public Bone (ModelNode node)
{
this();
this.node = node;
}
public Bone ()
{
transform = new Matrix4f();
}
/**
* Rebinds this bone for a prototype instance.
*
* @param pnodes a mapping from prototype nodes to instance nodes
*/
public Bone rebind (HashMap pnodes)
{
Bone bone = new Bone((ModelNode)pnodes.get(node));
bone.invRefTransform = invRefTransform;
bone.transform = new Matrix4f();
return bone;
}
// documentation inherited
public Class getClassTag ()
{
return getClass();
}
// documentation inherited
public void read (JMEImporter im)
throws IOException
{
InputCapsule capsule = im.getCapsule(this);
node = (ModelNode)capsule.readSavable("node", null);
}
// documentation inherited
public void write (JMEExporter ex)
throws IOException
{
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(node, "node", null);
}
private static final long serialVersionUID = 1;
}
/**
* No-arg constructor for deserialization.
*/
public SkinMesh ()
{
}
/**
* Creates an empty mesh.
*/
public SkinMesh (String name)
{
super(name);
}
/**
* Sets the array of weight groups that determine how bones affect
* each vertex.
*/
public void setWeightGroups (WeightGroup[] weightGroups)
{
_weightGroups = weightGroups;
// compile a list of all referenced bones
HashSet<Bone> bones = new HashSet<Bone>();
for (WeightGroup group : weightGroups) {
Collections.addAll(bones, group.bones);
}
_bones = bones.toArray(new Bone[bones.size()]);
}
@Override // documentation inherited
public void addOverlay (RenderState[] overlay)
{
// add a cloned state config (with same uniforms) for the overlay
super.addOverlay(overlay);
if (_sconfig == null) {
return;
}
if (_osconfigs == null) {
_osconfigs = new ArrayList<SkinShaderConfig>(1);
}
SkinShaderConfig osconfig = (SkinShaderConfig)_sconfig.clone();
osconfig.getState().uniforms = _sconfig.getState().uniforms;
_osconfigs.add(osconfig);
}
@Override // documentation inherited
public void removeOverlay (RenderState[] overlay)
{
// remove the corresponding state config
int idx = (_overlays == null) ? -1 : _overlays.indexOf(overlay);
super.removeOverlay(overlay);
if (_osconfigs != null && idx >= 0) {
_osconfigs.remove(idx);
if (_osconfigs.isEmpty()) {
_osconfigs = null;
}
}
}
@Override // documentation inherited
public void reconstruct (
FloatBuffer vertices, FloatBuffer normals, FloatBuffer colors,
FloatBuffer textures, IntBuffer indices)
{
super.reconstruct(vertices, normals, colors, textures, indices);
// initialize the quantized frame table
_frames = new HashIntMap<Object>();
}
@Override // documentation inherited
public Spatial putClone (Spatial store, Model.CloneCreator properties)
{
SkinMesh mstore = (SkinMesh)properties.originalToCopy.get(this);
if (mstore != null) {
return mstore;
} else if (store == null) {
mstore = new SkinMesh(getName());
} else {
mstore = (SkinMesh)store;
}
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate == null) {
// vertices and normals must be cloned if not using a shader
properties.removeProperty("vertices");
properties.removeProperty("normals");
}
properties.removeProperty("displaylistid");
super.putClone(mstore, properties);
if (sstate == null) {
properties.addProperty("vertices");
properties.addProperty("normals");
}
properties.addProperty("displaylistid");
mstore._frames = _frames;
mstore._useDisplayLists = _useDisplayLists;
mstore._invRefTransform = _invRefTransform;
mstore._bones = new Bone[_bones.length];
HashMap<Bone, Bone> bmap = new HashMap<Bone, Bone>();
for (int ii = 0; ii < _bones.length; ii++) {
bmap.put(_bones[ii], mstore._bones[ii] =
_bones[ii].rebind(properties.originalToCopy));
}
mstore._weightGroups = new WeightGroup[_weightGroups.length];
for (int ii = 0; ii < _weightGroups.length; ii++) {
mstore._weightGroups[ii] = _weightGroups[ii].rebind(bmap);
}
mstore._ovbuf = _ovbuf;
mstore._onbuf = _onbuf;
mstore._vbuf = (sstate == null) ? new float[_vbuf.length] : _vbuf;
mstore._nbuf = (sstate == null) ? new float[_nbuf.length] : _nbuf;
if (_sconfig != null) {
mstore._sconfig = (SkinShaderConfig)_sconfig.clone();
mstore.setRenderState(mstore._sconfig.getState());
}
return mstore;
}
@Override // documentation inherited
public void read (JMEImporter im)
throws IOException
{
super.read(im);
InputCapsule capsule = im.getCapsule(this);
setWeightGroups(ArrayUtil.copy(capsule.readSavableArray(
"weightGroups", null), new WeightGroup[0]));
}
@Override // documentation inherited
public void write (JMEExporter ex)
throws IOException
{
super.write(ex);
OutputCapsule capsule = ex.getCapsule(this);
capsule.write(_weightGroups, "weightGroups", null);
}
@Override // documentation inherited
public void expandModelBounds ()
{
BoundingVolume obound =
(BoundingVolume)getBatch(0).getModelBound().clone(null);
updateModelBound();
getBatch(0).getModelBound().mergeLocal(obound);
}
@Override // documentation inherited
public void setReferenceTransforms ()
{
_invRefTransform = new Matrix4f();
if (parent instanceof ModelNode) {
Matrix4f transform = new Matrix4f();
JmeUtil.setTransform(getLocalTranslation(), getLocalRotation(),
getLocalScale(), transform);
((ModelNode)parent).getModelTransform().mult(transform,
_invRefTransform);
_invRefTransform.invertLocal();
}
for (Bone bone : _bones) {
bone.invRefTransform =
_invRefTransform.mult(bone.node.getModelTransform()).invert();
}
}
@Override // documentation inherited
public void lockStaticMeshes (
Renderer renderer, boolean useVBOs, boolean useDisplayLists)
{
// we can use VBOs for color, texture, and indices if not using shaders
if (useVBOs && renderer.supportsVBO()) {
// use VBOs for shader attributes
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate != null) {
for (ShaderAttribute attrib : sstate.attribs.values()) {
attrib.useVBO = true;
}
}
VBOInfo vboinfo = new VBOInfo(true);
if (sstate == null) {
vboinfo.setVBOVertexEnabled(false);
vboinfo.setVBONormalEnabled(false);
}
vboinfo.setVBOIndexEnabled(!_translucent);
setVBOInfo(vboinfo);
}
_useDisplayLists = useDisplayLists && !_translucent;
}
@Override // documentation inherited
public void configureShaders (ShaderCache scache)
{
if (_disableShaders || !GLContext.getCapabilities().GL_ARB_vertex_shader ||
_bones.length > MAX_SHADER_BONE_COUNT) {
return;
}
int bonesPerVertex = 0;
for (WeightGroup group : _weightGroups) {
bonesPerVertex = Math.max(group.bones.length, bonesPerVertex);
}
if (bonesPerVertex > MAX_SHADER_BONES_PER_VERTEX) {
return;
}
_sconfig = new SkinShaderConfig(scache, bonesPerVertex, _emissiveMap != null);
if (_sconfig.update(getBatch(0).states)) {
setShaderAttributes();
setRenderState(_sconfig.getState());
} else {
_sconfig = null;
_disableShaders = true;
}
}
@Override // documentation inherited
public void storeMeshFrame (int frameId, boolean blend)
{
_storeFrameId = frameId;
_storeBlend = blend;
}
@Override // documentation inherited
public void setMeshFrame (int frameId)
{
TriangleBatch batch = getBatch(0),
tbatch = (TriangleBatch)_frames.get(frameId);
if (batch instanceof SharedBatch) {
((SharedBatch)batch).setTarget(tbatch);
} else {
clearBatches();
addBatch(new SharedBatch(tbatch));
getBatch(0).updateRenderState();
}
}
@Override // documentation inherited
public void blendMeshFrames (int frameId1, int frameId2, float alpha)
{
BlendFrame frame1 = (BlendFrame)_frames.get(frameId1),
frame2 = (BlendFrame)_frames.get(frameId2);
frame1.blend(frame2, alpha, _vbuf, _nbuf);
FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
vbuf.rewind();
vbuf.put(_vbuf);
nbuf.rewind();
nbuf.put(_nbuf);
}
@Override // documentation inherited
public void updateWorldData (float time)
{
super.updateWorldData(time);
if (_weightGroups == null || _storeFrameId == -1 ||
(_storeFrameId == 0 && getCullMode() == CULL_ALWAYS)) {
return;
}
// update the bone transforms
for (Bone bone : _bones) {
_invRefTransform.mult(bone.node.getModelTransform(),
bone.transform);
bone.transform.multLocal(bone.invRefTransform);
}
// if we're using shaders, initialize the uniform variables with the bone transforms
GLSLShaderObjectsState sstate = (GLSLShaderObjectsState)getRenderState(
RenderState.RS_GLSL_SHADER_OBJECTS);
if (sstate != null) {
for (int ii = 0; ii < _bones.length; ii++) {
sstate.setUniform("boneTransforms[" + ii + "]", _bones[ii].transform, true);
}
return;
}
// deform the mesh according to the positions of the bones (this code
// is ugly as sin because it's optimized at a low level)
Bone[] bones;
int vertexCount, jj, kk, ww;
float[] weights;
Matrix4f m;
float weight, ovx, ovy, ovz, onx, ony, onz, vx, vy, vz, nx, ny, nz;
for (int ii = 0, bidx = 0; ii < _weightGroups.length; ii++) {
vertexCount = _weightGroups[ii].vertexCount;
bones = _weightGroups[ii].bones;
weights = _weightGroups[ii].weights;
for (jj = 0, ww = 0; jj < vertexCount; jj++) {
ovx = _ovbuf[bidx];
ovy = _ovbuf[bidx + 1];
ovz = _ovbuf[bidx + 2];
onx = _onbuf[bidx];
ony = _onbuf[bidx + 1];
onz = _onbuf[bidx + 2];
vx = vy = vz = 0f;
nx = ny = nz = 0f;
for (kk = 0; kk < bones.length; kk++) {
m = bones[kk].transform;
weight = weights[ww++];
vx += (ovx*m.m00 + ovy*m.m01 + ovz*m.m02 + m.m03) * weight;
vy += (ovx*m.m10 + ovy*m.m11 + ovz*m.m12 + m.m13) * weight;
vz += (ovx*m.m20 + ovy*m.m21 + ovz*m.m22 + m.m23) * weight;
nx += (onx*m.m00 + ony*m.m01 + onz*m.m02) * weight;
ny += (onx*m.m10 + ony*m.m11 + onz*m.m12) * weight;
nz += (onx*m.m20 + ony*m.m21 + onz*m.m22) * weight;
}
_vbuf[bidx] = vx;
_vbuf[bidx + 1] = vy;
_vbuf[bidx + 2] = vz;
_nbuf[bidx++] = nx;
_nbuf[bidx++] = ny;
_nbuf[bidx++] = nz;
}
}
// if skinning in real time, copy the data from arrays to buffers;
// otherwise, store the mesh as an animation frame
if (_storeFrameId == 0) {
FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
vbuf.rewind();
vbuf.put(_vbuf);
nbuf.rewind();
nbuf.put(_nbuf);
} else {
storeFrame();
_storeFrameId = -1;
}
}
/**
* Stores the current frame data for later use.
*/
protected void storeFrame ()
{
if (_storeBlend) {
_frames.put(_storeFrameId, new BlendFrame(
(float[])_vbuf.clone(), (float[])_nbuf.clone()));
} else {
TriangleBatch batch = getBatch(0), tbatch = new TriangleBatch();
tbatch.setParentGeom(DUMMY_MESH);
tbatch.setColorBuffer(batch.getColorBuffer());
int nunits = batch.getNumberOfUnits();
for (int ii = 0; ii < nunits; ii++) {
tbatch.setTextureBuffer(batch.getTextureBuffer(ii), ii);
}
tbatch.setIndexBuffer(batch.getIndexBuffer());
tbatch.setVertexBuffer(BufferUtils.createFloatBuffer(_vbuf));
tbatch.setNormalBuffer(BufferUtils.createFloatBuffer(_nbuf));
VBOInfo ovboinfo = batch.getVBOInfo();
if (ovboinfo != null) {
VBOInfo vboinfo = new VBOInfo(true);
vboinfo.setVBOIndexEnabled(!_translucent);
vboinfo.setVBOColorID(ovboinfo.getVBOColorID());
for (int ii = 0; ii < nunits; ii++) {
vboinfo.setVBOTextureID(ii, ovboinfo.getVBOTextureID(ii));
}
vboinfo.setVBOIndexID(ovboinfo.getVBOIndexID());
tbatch.setVBOInfo(vboinfo);
} else if (_useDisplayLists) {
tbatch.lockMeshes(
DisplaySystem.getDisplaySystem().getRenderer());
}
_frames.put(_storeFrameId, tbatch);
}
}
@Override // documentation inherited
protected ModelBatch createModelBatch ()
{
// update the shader configs immediately before drawing
return new ModelBatch() {
protected void preDraw () {
if (_sconfig != null) {
_sconfig.update(states);
}
}
protected void preDrawOverlay (int oidx) {
super.preDrawOverlay(oidx);
if (_osconfigs != null) {
_ostates[RenderState.RS_GLSL_SHADER_OBJECTS] =
states[RenderState.RS_GLSL_SHADER_OBJECTS];
SkinShaderConfig osconfig = _osconfigs.get(oidx);
states[RenderState.RS_GLSL_SHADER_OBJECTS] = osconfig.getState();
_osconfigs.get(oidx).update(states);
}
}
protected void postDrawOverlay (int oidx) {
super.postDrawOverlay(oidx);
if (_osconfigs != null) {
states[RenderState.RS_GLSL_SHADER_OBJECTS] =
_ostates[RenderState.RS_GLSL_SHADER_OBJECTS];
}
}
};
}
@Override // documentation inherited
protected void storeOriginalBuffers ()
{
super.storeOriginalBuffers();
FloatBuffer vbuf = getVertexBuffer(0), nbuf = getNormalBuffer(0);
vbuf.rewind();
nbuf.rewind();
FloatBuffer.wrap(_ovbuf = new float[vbuf.capacity()]).put(vbuf);
FloatBuffer.wrap(_onbuf = new float[nbuf.capacity()]).put(nbuf);
_vbuf = new float[_ovbuf.length];
_nbuf = new float[_onbuf.length];
}
/**
* Initializes the skin shader attributes (bone indices and weights) in the supplied state.
*/
protected void setShaderAttributes ()
{
int bonesPerVertex = _sconfig.getBonesPerVertex();
int size = getBatch(0).getVertexCount() * bonesPerVertex;
ByteBuffer bibuf = BufferUtils.createByteBuffer(size);
FloatBuffer bwbuf = BufferUtils.createFloatBuffer(size);
for (WeightGroup group : _weightGroups) {
byte[] indices = new byte[bonesPerVertex];
for (int ii = 0; ii < indices.length; ii++) {
indices[ii] = (byte)((ii < group.bones.length) ?
ListUtil.indexOf(_bones, group.bones[ii]) : 0);
}
for (int ii = 0, widx = 0; ii < group.vertexCount; ii++) {
bibuf.put(indices);
for (int jj = 0; jj < bonesPerVertex; jj++) {
bwbuf.put((jj < group.bones.length) ? group.weights[widx++] : 0f);
}
}
}
bibuf.rewind();
bwbuf.rewind();
GLSLShaderObjectsState sstate = _sconfig.getState();
sstate.setAttributePointer("boneIndices", bonesPerVertex, false, false, 0, bibuf);
sstate.setAttributePointer("boneWeights", bonesPerVertex, false, 0, bwbuf);
}
/** Tracks the configuration of a skin shader. */
protected static class SkinShaderConfig extends ShaderConfig
{
public SkinShaderConfig (ShaderCache scache, int bonesPerVertex, boolean emissiveMapped)
{
super(scache);
_bonesPerVertex = bonesPerVertex;
_emissiveMapped = emissiveMapped;
// set bindings from texture units to samplers
if (emissiveMapped) {
_state.setUniform("diffuseMap", 1);
_state.setUniform("emissiveMap", 0);
} else {
_state.setUniform("diffuseMap", 0);
}
}
public int getBonesPerVertex ()
{
return _bonesPerVertex;
}
@Override // documentation inherited
protected String getVertexShader ()
{
return "media/jme/skin.vert";
}
@Override // documentation inherited
protected String getFragmentShader ()
{
return "media/jme/skin.frag";
}
@Override // documentation inherited
protected void getDefinitions (ArrayList<String> defs)
{
super.getDefinitions(defs);
defs.add("BONES_PER_VERTEX " + _bonesPerVertex);
if (_emissiveMapped) {
defs.add("EMISSIVE_MAPPED");
}
}
@Override // documentation inherited
protected void getDerivedDefinitions (ArrayList<String> ddefs)
{
super.getDerivedDefinitions(ddefs);
ddefs.add("MAX_BONE_COUNT " + MAX_SHADER_BONE_COUNT);
}
protected int _bonesPerVertex;
protected boolean _emissiveMapped;
}
/** A stored frame used for linear blending. */
protected static class BlendFrame
{
/** The skinned vertex and normal values. */
public float[] vbuf, nbuf;
public BlendFrame (float[] vbuf, float[] nbuf)
{
this.vbuf = vbuf;
this.nbuf = nbuf;
}
public void blend (
BlendFrame next, float alpha, float[] rvbuf, float[] rnbuf)
{
float[] nvbuf = next.vbuf, nnbuf = next.nbuf;
float ialpha = 1f - alpha;
for (int ii = 0, nn = vbuf.length; ii < nn; ii++) {
rvbuf[ii] = vbuf[ii] * ialpha + nvbuf[ii] * alpha;
rnbuf[ii] = nbuf[ii] * ialpha + nnbuf[ii] * alpha;
}
}
}
/** Pre-skinned {@link TriangleBatch}es or {@link BlendFrame}s shared
* between all instances corresponding to frame ids from
* {@link #storeAnimationFrame}. */
protected HashIntMap<Object> _frames;
/** Whether or to use display lists if VBOs are unavailable for quantized
* meshes. */
protected boolean _useDisplayLists;
/** The inverse of the model space reference transform. */
protected Matrix4f _invRefTransform;
/** The groups of vertices influenced by different sets of bones. */
protected WeightGroup[] _weightGroups;
/** The bones referenced by the weight groups. */
protected Bone[] _bones;
/** The original (undeformed) vertex and normal buffers and the deformed
* versions. */
protected float[] _onbuf, _ovbuf, _nbuf;
/** The primary skin shader configuration. */
protected SkinShaderConfig _sconfig;
/** Skin shader configurations for each overlay. */
protected ArrayList<SkinShaderConfig> _osconfigs;
/** The frame id to store on the next update. If 0, don't store any frame
* and skin the mesh as normal. If -1, a frame has been stored and thus
* skinning should only take place when further frames are requested. */
protected int _storeFrameId;
/** Whether or not the stored frame id will be used for blending. */
protected boolean _storeBlend;
/** Set if we determine that our shaders don't compile to prevent us from trying again. */
protected static boolean _disableShaders;
/** A dummy mesh that simply hold transformation values. */
protected static final TriMesh DUMMY_MESH = new TriMesh();
private static final long serialVersionUID = 1;
}