/* 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 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 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( ( *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( ( *i ).tangent ) ); vector3_normalise( reinterpret_cast( ( *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::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 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::install( m_casts ); InstanceContainedCast::install( m_casts ); InstanceStaticCast::install( m_casts ); InstanceStaticCast::install( m_casts ); InstanceStaticCast::install( m_casts ); } InstanceTypeCastTable& get(){ return m_casts; } }; Model& m_model; const LightList* m_lightList; typedef Array SurfaceLightLists; SurfaceLightLists m_surfaceLightLists; class Remap { public: CopiedString first; Shader* second; Remap() : second( 0 ){ } }; typedef Array SurfaceRemaps; SurfaceRemaps m_skins; public: typedef LazyStatic StaticTypeCasts; Bounded& get( NullType){ return m_model; } Cullable& get( NullType){ return m_model; } void lightsChanged(){ m_lightList->lightsChanged(); } typedef MemberCaller LightsChangedCaller; void constructRemaps(){ ModelSkin* skin = NodeTypeCast::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::install( m_casts ); } NodeTypeCastTable& get(){ return m_casts; } }; scene::Node m_node; InstanceSet m_instances; Model m_model; public: typedef LazyStatic 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