/*
-Copyright (C) 2001-2006, William Joseph.
-All Rights Reserved.
+ Copyright (C) 2001-2006, William Joseph.
+ All Rights Reserved.
-This file is part of GtkRadiant.
+ 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 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.
+ 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
-*/
+ 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)
+#if !defined( INCLUDED_MODEL_H )
#define INCLUDED_MODEL_H
#include "cullable.h"
class VectorLightList : public LightList
{
- typedef std::vector<const RendererLight*> Lights;
- Lights m_lights;
+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 = CopiedString(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
+class Surface :
+ 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;
+AABB m_aabb_local;
+CopiedString m_shader;
+Shader* m_state;
- vertices_t m_vertices;
- indices_t m_indices;
+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());
- }
+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
- {
+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 defined(_DEBUG)
- glBegin(GL_LINES);
+#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();
+ 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
+ public Cullable,
+ public Bounded
{
- typedef std::vector<Surface*> surfaces_t;
- surfaces_t m_surfaces;
+typedef std::vector<Surface*> surfaces_t;
+surfaces_t m_surfaces;
- AABB m_aabb_local;
+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);
- }
- }
- }
+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);
- }
+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
+ 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;
+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;
- 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();
- }
- }
+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;
+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);
- }
+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