#include "traverselib.h"
#include "render.h"
-class VectorLightList : public LightList
-{
-typedef std::vector<const RendererLight*> Lights;
-Lights m_lights;
+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 ) );
- }
-}
+ 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 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
+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 OpenGLRenderable {
public:
-typedef VertexBuffer<ArbitraryMeshVertex> vertices_t;
-typedef IndexBuffer indices_t;
+ 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;
+ AABB m_aabb_local;
+ CopiedString m_shader;
+ Shader *m_state;
-void CaptureShader(){
- m_state = GlobalShaderCache().capture( m_shader.c_str() );
-}
-void ReleaseShader(){
- GlobalShaderCache().release( m_shader.c_str() );
-}
+ vertices_t m_vertices;
+ indices_t m_indices;
-public:
+ void CaptureShader()
+ {
+ m_state = GlobalShaderCache().capture(m_shader.c_str());
+ }
-Surface()
- : m_shader( "" ), m_state( 0 ){
- CaptureShader();
-}
-~Surface(){
- ReleaseShader();
-}
+ void ReleaseShader()
+ {
+ GlobalShaderCache().release(m_shader.c_str());
+ }
-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 ) );
- }
-}
+public:
-void render( RenderStateFlags state ) const {
+ 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() );
+ 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();
+ 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 GDEF_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();
+ 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 );
- }
-}
+ }
+
+ 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;
+ public Cullable,
+ public Bounded {
+ typedef std::vector<Surface *> surfaces_t;
+ surfaces_t m_surfaces;
-AABB m_aabb_local;
+ AABB m_aabb_local;
public:
-Callback<void()> 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 );
- }
- }
-}
+ Callback<void()> 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
+inline void Surface_addLight(const Surface &surface, VectorLightList &lights, const Matrix4 &localToWorld,
+ const RendererLight &light)
{
-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 );
+ if (light.testAABB(aabb_for_oriented_aabb(surface.localAABB(), localToWorld))) {
+ lights.addLight(light);
+ }
}
-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;
+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, void(), &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<void()>() );
-
- m_model.m_lightsChanged = Callback<void()>();
- 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();
- }
-}
+ 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, void(), &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<void()>());
+
+ m_model.m_lightsChanged = Callback<void()>();
+ 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;
+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:
-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 );
-}
+ 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();
+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 ) );
+ AABB aabb(Vector3(0, 0, 0), Vector3(8, 8, 8));
- Vector3 points[8];
- aabb_corners( aabb, points );
+ Vector3 points[8];
+ aabb_corners(aabb, points);
- surface.vertices().reserve( 24 );
+ 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_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 );
+ 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,
- };
+ 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 );
- }
+ for (RenderIndex *i = indices; i != indices + (sizeof(indices) / sizeof(RenderIndex)); ++i) {
+ surface.indices().insert(*i);
+ }
- surface.setShader( "" );
+ surface.setShader("");
- surface.updateAABB();
+ surface.updateAABB();
- model.updateAABB();
+ model.updateAABB();
}
#endif