--- /dev/null
+/*
+Copyright (C) 2001-2006, William Joseph.
+All Rights Reserved.
+
+This file is part of GtkRadiant.
+
+GtkRadiant is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+GtkRadiant 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 General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with GtkRadiant; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+*/
+
+#if !defined(INCLUDED_MODEL_H)
+#define INCLUDED_MODEL_H
+
+#include "cullable.h"
+#include "renderable.h"
+#include "selectable.h"
+#include "modelskin.h"
+
+#include "math/frustum.h"
+#include "string/string.h"
+#include "generic/static.h"
+#include "stream/stringstream.h"
+#include "os/path.h"
+#include "scenelib.h"
+#include "instancelib.h"
+#include "transformlib.h"
+#include "traverselib.h"
+#include "render.h"
+
+class VectorLightList : public LightList
+{
+ typedef std::vector<const RendererLight*> Lights;
+ Lights m_lights;
+public:
+ void addLight(const RendererLight& light)
+ {
+ m_lights.push_back(&light);
+ }
+ void clear()
+ {
+ m_lights.clear();
+ }
+ void evaluateLights() const
+ {
+ }
+ void lightsChanged() const
+ {
+ }
+ void forEachLight(const RendererLightCallback& callback) const
+ {
+ for(Lights::const_iterator i = m_lights.begin(); i != m_lights.end(); ++i)
+ {
+ callback(*(*i));
+ }
+ }
+};
+
+inline VertexPointer vertexpointer_arbitrarymeshvertex(const ArbitraryMeshVertex* array)
+{
+ return VertexPointer(VertexPointer::pointer(&array->vertex), sizeof(ArbitraryMeshVertex));
+}
+
+inline void parseTextureName(CopiedString& name, const char* token)
+{
+ StringOutputStream cleaned(256);
+ cleaned << PathCleaned(token);
+ name = StringRange(cleaned.c_str(), path_get_filename_base_end(cleaned.c_str())); // remove extension
+}
+
+// generic renderable triangle surface
+class Surface :
+public OpenGLRenderable
+{
+public:
+ typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
+ typedef IndexBuffer indices_t;
+private:
+
+ AABB m_aabb_local;
+ CopiedString m_shader;
+ Shader* m_state;
+
+ vertices_t m_vertices;
+ indices_t m_indices;
+
+ void CaptureShader()
+ {
+ m_state = GlobalShaderCache().capture(m_shader.c_str());
+ }
+ void ReleaseShader()
+ {
+ GlobalShaderCache().release(m_shader.c_str());
+ }
+
+public:
+
+ Surface()
+ : m_shader(""), m_state(0)
+ {
+ CaptureShader();
+ }
+ ~Surface()
+ {
+ ReleaseShader();
+ }
+
+ vertices_t& vertices()
+ {
+ return m_vertices;
+ }
+ indices_t& indices()
+ {
+ return m_indices;
+ }
+
+ void setShader(const char* name)
+ {
+ ReleaseShader();
+ parseTextureName(m_shader, name);
+ CaptureShader();
+ }
+ const char* getShader() const
+ {
+ return m_shader.c_str();
+ }
+ Shader* getState() const
+ {
+ return m_state;
+ }
+ void updateAABB()
+ {
+ m_aabb_local = AABB();
+ for(vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
+ aabb_extend_by_point_safe(m_aabb_local, reinterpret_cast<const Vector3&>((*i).vertex));
+
+
+
+ for(Surface::indices_t::iterator i = m_indices.begin(); i != m_indices.end(); i += 3)
+ {
+ ArbitraryMeshVertex& a = m_vertices[*(i + 0)];
+ ArbitraryMeshVertex& b = m_vertices[*(i + 1)];
+ ArbitraryMeshVertex& c = m_vertices[*(i + 2)];
+
+ ArbitraryMeshTriangle_sumTangents(a, b, c);
+ }
+
+ for(Surface::vertices_t::iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
+ {
+ vector3_normalise(reinterpret_cast<Vector3&>((*i).tangent));
+ vector3_normalise(reinterpret_cast<Vector3&>((*i).bitangent));
+ }
+ }
+
+ void render(RenderStateFlags state) const
+ {
+#if 1
+ if((state & RENDER_BUMP) != 0)
+ {
+ if(GlobalShaderCache().useShaderLanguage())
+ {
+ glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+ glVertexAttribPointerARB(c_attr_TexCoord0, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
+ glVertexAttribPointerARB(c_attr_Tangent, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
+ glVertexAttribPointerARB(c_attr_Binormal, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
+ }
+ else
+ {
+ glVertexAttribPointerARB(11, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+ glVertexAttribPointerARB(8, 2, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
+ glVertexAttribPointerARB(9, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->tangent);
+ glVertexAttribPointerARB(10, 3, GL_FLOAT, 0, sizeof(ArbitraryMeshVertex), &m_vertices.data()->bitangent);
+ }
+ }
+ else
+ {
+ glNormalPointer(GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->normal);
+ glTexCoordPointer(2, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->texcoord);
+ }
+ glVertexPointer(3, GL_FLOAT, sizeof(ArbitraryMeshVertex), &m_vertices.data()->vertex);
+ glDrawElements(GL_TRIANGLES, GLsizei(m_indices.size()), RenderIndexTypeID, m_indices.data());
+#else
+ glBegin(GL_TRIANGLES);
+ for(unsigned int i = 0; i < m_indices.size(); ++i)
+ {
+ glTexCoord2fv(&m_vertices[m_indices[i]].texcoord.s);
+ glNormal3fv(&m_vertices[m_indices[i]].normal.x);
+ glVertex3fv(&m_vertices[m_indices[i]].vertex.x);
+ }
+ glEnd();
+#endif
+
+#if defined(_DEBUG)
+ glBegin(GL_LINES);
+
+ for(VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i)
+ {
+ Vector3 normal = vector3_added(vertex3f_to_vector3((*i).vertex), vector3_scaled(normal3f_to_vector3((*i).normal), 8));
+ glVertex3fv(vertex3f_to_array((*i).vertex));
+ glVertex3fv(vector3_to_array(normal));
+ }
+ glEnd();
+#endif
+ }
+
+ VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
+ {
+ return test.TestAABB(m_aabb_local, localToWorld);
+ }
+
+ const AABB& localAABB() const
+ {
+ return m_aabb_local;
+ }
+
+ void render(Renderer& renderer, const Matrix4& localToWorld, Shader* state) const
+ {
+ renderer.SetState(state, Renderer::eFullMaterials);
+ renderer.addRenderable(*this, localToWorld);
+ }
+
+ void render(Renderer& renderer, const Matrix4& localToWorld) const
+ {
+ render(renderer, localToWorld, m_state);
+ }
+
+ void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
+ {
+ test.BeginMesh(localToWorld);
+
+ SelectionIntersection best;
+ test.TestTriangles(
+ vertexpointer_arbitrarymeshvertex(m_vertices.data()),
+ IndexPointer(m_indices.data(), IndexPointer::index_type(m_indices.size())),
+ best
+ );
+ if(best.valid())
+ {
+ selector.addIntersection(best);
+ }
+ }
+};
+
+// generic model node
+class Model :
+public Cullable,
+public Bounded
+{
+ typedef std::vector<Surface*> surfaces_t;
+ surfaces_t m_surfaces;
+
+ AABB m_aabb_local;
+public:
+ Callback m_lightsChanged;
+
+ ~Model()
+ {
+ for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
+ {
+ delete *i;
+ }
+ }
+
+ typedef surfaces_t::const_iterator const_iterator;
+
+ const_iterator begin() const
+ {
+ return m_surfaces.begin();
+ }
+ const_iterator end() const
+ {
+ return m_surfaces.end();
+ }
+ std::size_t size() const
+ {
+ return m_surfaces.size();
+ }
+
+ Surface& newSurface()
+ {
+ m_surfaces.push_back(new Surface);
+ return *m_surfaces.back();
+ }
+ void updateAABB()
+ {
+ m_aabb_local = AABB();
+ for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
+ {
+ aabb_extend_by_aabb_safe(m_aabb_local, (*i)->localAABB());
+ }
+ }
+
+ VolumeIntersectionValue intersectVolume(const VolumeTest& test, const Matrix4& localToWorld) const
+ {
+ return test.TestAABB(m_aabb_local, localToWorld);
+ }
+
+ virtual const AABB& localAABB() const
+ {
+ return m_aabb_local;
+ }
+
+ void testSelect(Selector& selector, SelectionTest& test, const Matrix4& localToWorld)
+ {
+ for(surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i)
+ {
+ if((*i)->intersectVolume(test.getVolume(), localToWorld) != c_volumeOutside)
+ {
+ (*i)->testSelect(selector, test, localToWorld);
+ }
+ }
+ }
+};
+
+inline void Surface_addLight(const Surface& surface, VectorLightList& lights, const Matrix4& localToWorld, const RendererLight& light)
+{
+ if(light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld)))
+ {
+ lights.addLight(light);
+ }
+}
+
+class ModelInstance :
+ public scene::Instance,
+ public Renderable,
+ public SelectionTestable,
+ public LightCullable,
+ public SkinnedModel
+{
+ class TypeCasts
+ {
+ InstanceTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ InstanceContainedCast<ModelInstance, Bounded>::install(m_casts);
+ InstanceContainedCast<ModelInstance, Cullable>::install(m_casts);
+ InstanceStaticCast<ModelInstance, Renderable>::install(m_casts);
+ InstanceStaticCast<ModelInstance, SelectionTestable>::install(m_casts);
+ InstanceStaticCast<ModelInstance, SkinnedModel>::install(m_casts);
+ }
+ InstanceTypeCastTable& get()
+ {
+ return m_casts;
+ }
+ };
+
+ Model& m_model;
+
+ const LightList* m_lightList;
+ typedef Array<VectorLightList> SurfaceLightLists;
+ SurfaceLightLists m_surfaceLightLists;
+
+ class Remap
+ {
+ public:
+ CopiedString first;
+ Shader* second;
+ Remap() : second(0)
+ {
+ }
+ };
+ typedef Array<Remap> SurfaceRemaps;
+ SurfaceRemaps m_skins;
+public:
+
+ typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+ Bounded& get(NullType<Bounded>)
+ {
+ return m_model;
+ }
+ Cullable& get(NullType<Cullable>)
+ {
+ return m_model;
+ }
+
+ void lightsChanged()
+ {
+ m_lightList->lightsChanged();
+ }
+ typedef MemberCaller<ModelInstance, &ModelInstance::lightsChanged> LightsChangedCaller;
+
+ void constructRemaps()
+ {
+ ModelSkin* skin = NodeTypeCast<ModelSkin>::cast(path().parent());
+ if(skin != 0 && skin->realised())
+ {
+ SurfaceRemaps::iterator j = m_skins.begin();
+ for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j)
+ {
+ const char* remap = skin->getRemap((*i)->getShader());
+ if(!string_empty(remap))
+ {
+ (*j).first = remap;
+ (*j).second = GlobalShaderCache().capture(remap);
+ }
+ else
+ {
+ (*j).second = 0;
+ }
+ }
+ SceneChangeNotify();
+ }
+ }
+ void destroyRemaps()
+ {
+ for(SurfaceRemaps::iterator i = m_skins.begin(); i != m_skins.end(); ++i)
+ {
+ if((*i).second != 0)
+ {
+ GlobalShaderCache().release((*i).first.c_str());
+ (*i).second = 0;
+ }
+ }
+ }
+ void skinChanged()
+ {
+ ASSERT_MESSAGE(m_skins.size() == m_model.size(), "ERROR");
+ destroyRemaps();
+ constructRemaps();
+ }
+
+ ModelInstance(const scene::Path& path, scene::Instance* parent, Model& model) :
+ Instance(path, parent, this, StaticTypeCasts::instance().get()),
+ m_model(model),
+ m_surfaceLightLists(m_model.size()),
+ m_skins(m_model.size())
+ {
+ m_lightList = &GlobalShaderCache().attach(*this);
+ m_model.m_lightsChanged = LightsChangedCaller(*this);
+
+ Instance::setTransformChangedCallback(LightsChangedCaller(*this));
+
+ constructRemaps();
+ }
+ ~ModelInstance()
+ {
+ destroyRemaps();
+
+ Instance::setTransformChangedCallback(Callback());
+
+ m_model.m_lightsChanged = Callback();
+ GlobalShaderCache().detach(*this);
+ }
+
+ void render(Renderer& renderer, const VolumeTest& volume, const Matrix4& localToWorld) const
+ {
+ SurfaceLightLists::const_iterator j = m_surfaceLightLists.begin();
+ SurfaceRemaps::const_iterator k = m_skins.begin();
+ for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i, ++j, ++k)
+ {
+ if((*i)->intersectVolume(volume, localToWorld) != c_volumeOutside)
+ {
+ renderer.setLights(*j);
+ (*i)->render(renderer, localToWorld, (*k).second != 0 ? (*k).second : (*i)->getState());
+ }
+ }
+ }
+
+ void renderSolid(Renderer& renderer, const VolumeTest& volume) const
+ {
+ m_lightList->evaluateLights();
+
+ render(renderer, volume, Instance::localToWorld());
+ }
+ void renderWireframe(Renderer& renderer, const VolumeTest& volume) const
+ {
+ renderSolid(renderer, volume);
+ }
+
+ void testSelect(Selector& selector, SelectionTest& test)
+ {
+ m_model.testSelect(selector, test, Instance::localToWorld());
+ }
+
+ bool testLight(const RendererLight& light) const
+ {
+ return light.testAABB(worldAABB());
+ }
+ void insertLight(const RendererLight& light)
+ {
+ const Matrix4& localToWorld = Instance::localToWorld();
+ SurfaceLightLists::iterator j = m_surfaceLightLists.begin();
+ for(Model::const_iterator i = m_model.begin(); i != m_model.end(); ++i)
+ {
+ Surface_addLight(*(*i), *j++, localToWorld, light);
+ }
+ }
+ void clearLights()
+ {
+ for(SurfaceLightLists::iterator i = m_surfaceLightLists.begin(); i != m_surfaceLightLists.end(); ++i)
+ {
+ (*i).clear();
+ }
+ }
+};
+
+class ModelNode : public scene::Node::Symbiot, public scene::Instantiable
+{
+ class TypeCasts
+ {
+ NodeTypeCastTable m_casts;
+ public:
+ TypeCasts()
+ {
+ NodeStaticCast<ModelNode, scene::Instantiable>::install(m_casts);
+ }
+ NodeTypeCastTable& get()
+ {
+ return m_casts;
+ }
+ };
+
+
+ scene::Node m_node;
+ InstanceSet m_instances;
+ Model m_model;
+public:
+
+ typedef LazyStatic<TypeCasts> StaticTypeCasts;
+
+ ModelNode() : m_node(this, this, StaticTypeCasts::instance().get())
+ {
+ }
+
+ Model& model()
+ {
+ return m_model;
+ }
+
+ void release()
+ {
+ delete this;
+ }
+ scene::Node& node()
+ {
+ return m_node;
+ }
+
+ scene::Instance* create(const scene::Path& path, scene::Instance* parent)
+ {
+ return new ModelInstance(path, parent, m_model);
+ }
+ void forEachInstance(const scene::Instantiable::Visitor& visitor)
+ {
+ m_instances.forEachInstance(visitor);
+ }
+ void insert(scene::Instantiable::Observer* observer, const scene::Path& path, scene::Instance* instance)
+ {
+ m_instances.insert(observer, path, instance);
+ }
+ scene::Instance* erase(scene::Instantiable::Observer* observer, const scene::Path& path)
+ {
+ return m_instances.erase(observer, path);
+ }
+};
+
+
+inline void Surface_constructQuad(Surface& surface, const Vector3& a, const Vector3& b, const Vector3& c, const Vector3& d, const Vector3& normal)
+{
+ surface.vertices().push_back(
+ ArbitraryMeshVertex(
+ vertex3f_for_vector3(a),
+ normal3f_for_vector3(normal),
+ texcoord2f_from_array(aabb_texcoord_topleft)
+ )
+ );
+ surface.vertices().push_back(
+ ArbitraryMeshVertex(
+ vertex3f_for_vector3(b),
+ normal3f_for_vector3(normal),
+ texcoord2f_from_array(aabb_texcoord_topright)
+ )
+ );
+ surface.vertices().push_back(
+ ArbitraryMeshVertex(
+ vertex3f_for_vector3(c),
+ normal3f_for_vector3(normal),
+ texcoord2f_from_array(aabb_texcoord_botright)
+ )
+ );
+ surface.vertices().push_back(
+ ArbitraryMeshVertex(
+ vertex3f_for_vector3(d),
+ normal3f_for_vector3(normal),
+ texcoord2f_from_array(aabb_texcoord_botleft)
+ )
+ );
+}
+
+inline void Model_constructNull(Model& model)
+{
+ Surface& surface = model.newSurface();
+
+ AABB aabb(Vector3(0, 0, 0), Vector3(8, 8, 8));
+
+ Vector3 points[8];
+ aabb_corners(aabb, points);
+
+ surface.vertices().reserve(24);
+
+ Surface_constructQuad(surface, points[2], points[1], points[5], points[6], aabb_normals[0]);
+ Surface_constructQuad(surface, points[1], points[0], points[4], points[5], aabb_normals[1]);
+ Surface_constructQuad(surface, points[0], points[1], points[2], points[3], aabb_normals[2]);
+ Surface_constructQuad(surface, points[0], points[3], points[7], points[4], aabb_normals[3]);
+ Surface_constructQuad(surface, points[3], points[2], points[6], points[7], aabb_normals[4]);
+ Surface_constructQuad(surface, points[7], points[6], points[5], points[4], aabb_normals[5]);
+
+ surface.indices().reserve(36);
+
+ RenderIndex indices[36] = {
+ 0, 1, 2, 0, 2, 3,
+ 4, 5, 6, 4, 6, 7,
+ 8, 9, 10, 8, 10, 11,
+ 12, 13, 14, 12, 14, 15,
+ 16, 17, 18, 16, 18, 19,
+ 20, 21, 22, 10, 22, 23,
+ };
+
+ for(RenderIndex* i = indices; i != indices+(sizeof(indices)/sizeof(RenderIndex)); ++i)
+ {
+ surface.indices().insert(*i);
+ }
+
+ surface.setShader("");
+
+ surface.updateAABB();
+
+ model.updateAABB();
+}
+
+#endif