]> de.git.xonotic.org Git - xonotic/netradiant.git/blobdiff - plugins/md3model/model.h
reformat code! now the code is only ugly on the *inside*
[xonotic/netradiant.git] / plugins / md3model / model.h
index 5f03d73495b83dd278527ca4fa5cf45f77089d4b..ea4f049237633c18244b4c6676ff0faa03c8131b 100644 (file)
 #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